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Published by goroiamanuci, 2023-02-20 19:25:07

1384506917679 (1)

1384506917679 (1)

Combat and Tactics 200 Ranged Attacks With a ranged weapon, a character can shoot or throw at any target that is within the ranged weapon’s maximum range and in line of sight. A target is in line of sight if there are no solid obstructions between the character and the target. The maximum range for a thrown weapon is five range increments. For weapons that fire projectiles, it is ten range increments. A character capable of making more than one ranged attack per round must use the full attack action (see Full-Round Actions, below) in order to make more than one attack. Shooting or Throwing into a Melee If a character shoots or throws a ranged weapon at a target that is engaged in melee with an ally, the character takes a –4 penalty on his attack roll because the character has to aim carefully to avoid hitting the ally. Two characters are engaged in melee if they are enemies and they are adjacent to one another. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.) If the target is so big that part of it is 10 feet or farther from the nearest ally, the character can avoid the –4 penalty, even if it is engaged in melee with an ally. Due to the weapon’s unwieldy shape and size, an attacker using a an attacker using a firearm bigger than a handgun takes a --4 penalty on attacks against adjacent opponents. Fighting Defensively A character can choose to fight defensively while making a ranged attack. If the character does so, he takes a –4 penalty on his attack in a round to gain a +2 dodge bonus to Defense in the same round. Total Defense Instead of attacking, a character can use his attack action simply to defend. This is called a total defense action. The character does not get to attack or perform any other activity, but does get a +4 dodge bonus to his Defense for 1 round. The character’s Defense improves at the start of this action, so it helps against any attacks of opportunity the character is subject to while performing his move action. Start/Complete Full-Round Action The “start/complete full-round action” attack action lets a character start undertaking a fullround action (such as those listed on the Actions in Combat table) at the end of his turn, or complete a full-round action by using an attack action at the beginning of his turn in the round following the round when the character started the full-round action. If the character starts a full-round action at the end of his turn, the next action that character takes must be to complete the full-round action. Start/complete full-round action cannot be used with a full attack, charge, run, or withdraw action. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 201 Move Actions With the exception of specific movement-related skills, most move actions do not require a check. In some cases, ability checks might be required. Movement The simplest move action is moving the character’s speed. If a character takes this kind of move action during his turn, the character cannot also take a 5-foot step. any nonstandard modes of movement are also covered under this category, including climbing and swimming (up to one-quarter the character’s speed), crawling (up to 5 feet), and entering a vehicle. Manipulating Objects In most cases, moving or manipulating an object is a move action. This includes drawing or holstering a weapon, retrieving or putting away a stored object, picking up an object, moving a heavy object, and opening a door. If the character has a base attack bonus of +1 or higher, he can draw a weapon as part of his normal movement (a 5-foot step does not count as movement for this purpose). Standing Up Standing up from a prone position requires a move action. It provokes an attack of opportunity from opponents who threaten the character. Full-Round Actions A full-round action requires an entire round to complete. If it does not involve moving any distance, a character can combine it with a 5-foot step. Charge Charging is a special full-round action that allows a character to move more than his speed and attack during the action. There are tight restrictions, however, on how and when a character can charge. Movement during a Charge The character must move before his attack, not after. The character must move at least 10 feet and may move up to twice his speed. All movement must be in a straight line, with no backing up allowed. The character must stop as soon as he is within striking range of his target (the character cannot run past the target and attack from another direction). A character cannot take a 5-foot step during the same round as a full charge. During the surprise round (or any other time a character is limited to taking no more than a single attack action on his turn) the character can still use the charge action, but he is only allowed to move up to his speed (instead of up to twice his speed). Attacking after a Charge After moving, the character may make a single melee attack. The character gets a +2 bonus on the attack roll. The character also takes a –2 penalty to his Defense for 1 round (until the beginning of the character’s turn in the following round). Even if the character has extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, a character only gets to make one attack after a charge. Instead of attacking the target, a character can attempt to push the target back. See Bull Rush. Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 202 Full Attack If a character gets more than one attack per action because his base attack bonus is high enough; because he fights with two weapons; because he is using a double weapon; or for some special reason, the character must use the full attack action to get his additional attacks. The character does not need to specify the targets of his attacks ahead of time. The character can see how the earlier attacks turn out before assigning the later ones. Full attack is a full-round action; because of this, the only movement a character may take during a full attack is a 5-foot step. The character may take the step before, after, or between the attacks. If a character gets multiple attacks based on his base attack bonus, the character must make the attacks in order from highest bonus to lowest. If the character is using two weapons, the character can strike with either weapon first. If the character is using a double weapon, the character can strike with either part of the weapon first. Committing to a Full Attack Action A character does not have to commit to a full attack until after the first attack. The character can then decide whether to make his remaining attacks or to take a move action. Of course, if the character has already taken a 5-foot step, he cannot use his move action to move any distance, but the character could still draw or put away a weapon, for instance (see Move Actions, above). Fighting Defensively A character can choose to fight defensively when taking a full attack action. If the character does so, he takes a –4 penalty on all attacks in a round to gain a +2 dodge bonus to Defense in the same round. Attacking with Two Weapons If the character wields a second weapon in his off hand, the character can get one extra attack per round with that weapon. Fighting in this way is very difficult, however—the character takes a –6 penalty on the regular attack or attacks with his primary hand and a –10 penalty on the attack with his off hand. A character can reduce these penalties in two ways: 1. If the off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always considered light.) 2. The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6. The Two-Weapon Fighting Penalties table summarizes the interaction of all these factors. Double Weapons: A character can use a double weapon to make an extra attack as if he were fighting with two weapons. The penalties apply as if the off-hand weapon were light. Two-Weapon Fighting Penalties Circumstances Primary Hand Off Hand Normal penalties –6 –10 Off-hand weapon is light –4 –8 Two-Weapon Fighting feat –4 –4 Off-hand weapon is light and Two-Weapon Fighting feat –2 –2 Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 203 Run A character can run all out as a full-round action. When a character runs, he can move up to four times his speed in a straight line. (The character does not get a 5-foot step.) The character loses any Dexterity bonus to Defense since he cannot avoid attacks. The character gets a +2 bonus to Defense, however, against ranged attacks while running. A character can run for a number of rounds equal to his Constitution score, but after that the character must succeed at a Constitution check (DC 10) to continue running. The character must check again each round in which he continues to run, and the DC of this check increases by 1 for each check the character makes. When the character fails this check, he must stop running. A character that has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move normally, but cannot run. A run represents a speed of about 14 miles per hour for an unencumbered human. Withdraw Withdrawing from melee combat is a full-round action. When a character withdraws, he can move up to twice his speed. (The character does not also get a 5-foot step.) The square the character starts from is not considered threatened for purposes of withdrawing, and therefore enemies do not get attacks of opportunity against the character when he moves from that square. If, while withdrawing, the character moves through another threatened square (other than the one started in) without stopping, enemies get attacks of opportunity as normal. Some forms of movement (such as climbing and swimming) require skill checks from most creatures. A character may not withdraw using a form of movement for which that character must make a skill check. Miscellaneous Actions Some actions do not fit neatly into the above categories. Some of the options described below are actions that take the place of or are variations on the actions described earlier. For actions not covered in any of this material, the Overseer determines how long such an action takes to perform and whether doing so provokes attacks of opportunity from threatening enemies. Feat, Skill, or Talent Use Certain feats let a character take special actions in combat. Other feats are not actions in themselves, but they do give a character a bonus when attempting something he can already do. Some feats are not meant to be used within the framework of combat. The individual feat Descriptions tell a character what he needs to know about them. Most uses of skills or talents in a combat situation are attack actions, but some might be move actions or full-round actions. When appropriate, the Description of a talent or a skill provides the time required to use it. Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 204 Attacks of Opportunity The melee combat rules assume that combatants are actively avoiding attacks. A player does not have to declare anything special for his character to be on the defensive. Sometimes, however, a combatant in a melee lets his guard down, and does not maintain a defensive posture as usual. In this case, combatants near him can take advantage of this lapse in defense to attack for free. These attacks are called attacks of opportunity. Weapon Type A character can use a melee weapon to make attacks of opportunity whenever the conditions for such an attack are met (see Provoking an Attack of Opportunity, below). In addition, a character may make attacks of opportunity with unarmed attacks if the character’s unarmed attacks count as armed (see “Armed” Unarmed Attacks). Threatened Squares A character threatens the squares into which he can make a melee attack, even when it is not the character’s action. Generally, that is all squares adjacent to the character’s position. An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from the character. A character can only make attacks of opportunity with melee weapons, never with ranged weapons. Provoking an Attack of Opportunity Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts from defending and lets the character’s guard down. Moving out of a Threatened Square When a character moves out of a threatened square, that character generally provokes an attack of opportunity. There are two important exceptions, however. A character does not provoke an attack of opportunity if all he moves is a 5-foot step, or if the character withdraws. If the character does not start in a threatened square, but moves into one, the character has to stop there, or else he provokes an attack of opportunity as he leaves that square. Performing an Action that Distracts the Character Some actions, when performed in a threatened square, provoke attacks of opportunity because they make a character divert his attention from the fight at hand. Using a ranged weapon, in particular, provokes attacks of opportunity. The Actions in Combat table notes many additional actions that provoke attacks of opportunity. Making an Attack of Opportunity An attack of opportunity is a single melee attack, and a character can only make one per round. A character does not have to make an attack of opportunity if he does not want to. An experienced character gets additional regular melee attacks (by using the full attack action), but at a lower attack bonus. A character makes his attack of opportunity, however, at his normal attack bonus— even if the character has already attacked in this round. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 205 Movement and Position When using a grid to represent character’s movement, the standard scale equates 1 inch (or a 1 inch square) to 5 feet in the game world. Standard Scale One inch (or one square) = 5 feet “Next to” or “adjacent” = 1 inch (5 feet) away (or in adjacent square) 30mm figure = A human-size creature A human-size creature occupies an area 1 inch (5 feet) across (or one square) One round = 6 seconds Tactical Movement Where can a character move, how long it takes to get there, and whether he is vulnerable to attacks of opportunity while moving are key questions in combat. How Far Can a Character Move? Humans normally move 30 feet, although armor can slow a character down. Some creatures move faster or slower. A character’s speed when unarmored is sometimes called base speed. Encumbrance A character encumbered by carrying a large amount of gear or a fallen comrade may move slower than normal. Movement in Combat Generally, a character can move his speed as a move action. If a character uses his attack action as a move action, the character can move again (for a total movement of up to twice the character’s normal speed). If the character spends the entire round to run all out, he can move up to four times his normal speed. If a character does something that requires a full round, he can only take a 5-foot step. Movement in Darkness If a character moves when he cannot see, such as in total darkness, his speed is limited to one-half normal. The Blind-Fight feat reduces this penalty. Passing Through Sometimes a character can pass through an area occupied by another character or creature. Friendly Character A character can move through a square occupied by a friendly character. Unfriendly Character There are two ways to move through a square occupied by a resisting enemy: The character can attempt an overrun; or, the character can attempt to tumble through a square occupied by an enemy (if the character has ranks in the Tumble skill; see the skill Description). A character can move through a square occupied by an unfriendly character that does not resist as if the character was friendly. Square Occupied by a Creature Three Sizes Larger or Smaller Any creature can move through a square occupied by a creature three size categories larger or three categories smaller than it is. Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 206 Flanking If a character is making a melee attack against an opponent, and an ally directly opposite the character is threatening the opponent, the character and his ally flank the opponent. The character gains a +2 bonus on his attack roll. The ally must be on the other side of the opponent so that the opponent is directly between the character and the ally. A character does not gain a bonus for flanking when making a ranged attack. Combat Modifiers This section covers offensive and defensive modifiers provided by position. Favorable and Unfavorable Conditions Generally speaking, any situational modifier created by the attacker’s position or tactics applies to the attack roll, while any situational modifier created by the defender’s position, state, or tactics applies to the defender’s Defense. The Overseer judges what bonuses and penalties apply, using the Defense Modifiers and Attack Roll Modifiers as guides. Cover Cover provides a bonus to Defense. The more cover a character has, the bigger the bonus. In a melee, if a character has cover against an opponent, that opponent probably has cover against the character, too. With ranged weapons, however, it is easy to have better cover than the opponent. The Overseer may impose other penalties or restrictions on attacks depending on the details of the cover. Degree of Cover Cover is assessed in subjective measurements of how much protection it offers. The Overseer determines the value of cover. This measure is not a strict mathematical calculation, because a character gains more value from covering the parts of his body that are more likely to be struck. If the bottom half of a character’s body is covered, that only gives one-quarter cover, because most vital areas are still fully exposed. If one side or the other of a character’s body is covered, the character gets one-half cover. Cover Defense Bonus Cover gives the Defense bonuses for different degrees of cover as denoted on the table below. Add the relevant number to the character’s Defense. This cover bonus overlaps (does not stack) with certain other bonuses. Cover Reflex Save Bonus Cover gives the Reflex save bonuses for different degrees of cover as denoted on the table below. Add this bonus to Reflex saves against attacks that affect an area. This bonus only applies to attacks that originate or burst out from a point on the other side of the cover. Defense Modifiers Circumstance Melee Ranged Defender sitting or kneeling –2 +21 Defender prone –4 +41 Defender stunned or cowering –22 –22 Defender climbing –22 –22 Defender flat-footed +02 +02 Defender running +02 +22 Defender grappling (attacker not) +02 +03 Defender pinned –44 +04 Defender helpless (such as paralyzed, sleeping, or bound) +02 +02 Defender has cover See Cover Defender concealed or invisible See Concealment 1 Does not apply if target is adjacent to attacker. This circumstance may instead improve bonus to Defense granted by cover. See Cover, below. 2 The defender loses any Dexterity bonus to Defense. 3 Roll randomly to see which grappling combatant the character strikes. That defender loses any Dexterity bonus to Defense. 4 Treat the defender’s Dexterity as 0 (–5 modifier). Attack Roll Modifiers Circumstance Melee Ranged Attacker flanking defender1 +2 — Attacker on higher ground +1 +0 Attacker prone –4 –2 Attacker invisible +23 +23 1 A character flanks a defender when he has an ally on the opposite side of the defender threatening the defender. 2 Some ranged weapons can’t be used while the attacker is prone. 3 The defender loses any Dexterity bonus to Defense. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 207 Striking the Cover Instead of a Missed Target If it ever becomes important to know whether the cover was actually struck by an incoming attack that misses the intended target, the Overseer should determine if the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target with cover, but high enough to strike the target if there had been no cover, the object used for cover was struck. This can be particularly important to know in cases when a character uses another character as cover. In such a case, if the cover is struck, and the attack roll exceeds the Defense of the covering character, the covering character takes the damage intended for the target. This is called Friendly Fire. If the covering character has a Dexterity bonus to Defense or a dodge bonus, and this bonus keeps the covering character from being hit, then the original target is hit instead. The covering character has dodged out of the way and did not provide cover after all. A covering character can choose not to apply his Dexterity bonus to Defense and/or his dodge bonus, if the character so desires. Auto-Fire Attacks into Cover When cover is hit (attack roll (DC 10 + cover bonus listed below)), an auto-fire attack is then split between the cover and the targeted area. Normally Auto-Fire is a 10ft by 10ft square area, unless the shooter has the Strafe Feat, in which case the area is 20ft length by 5ft wide. Cover that is hit reduces the auto-fire area by a number of 5ft squares that the cover blocks. In the 10ft by 10ft square area, 2 adjacent squares will be blocked by the cover and not targeted. The 20ft by 5ft area only one 5ft squares will be blocked by the cover and not targeted. Should an auto-fire attack hit a targeted area with a cover bonus, characters in the cover area receive a lower DC to avoid the attack as denoted on the adjacent chart. Burst Fire Attacks into Cover If a burst fire attack is used it hits the cover like auto-fire (attack roll = DC 10 + cover bonus listed), then the target takes the burst damage. Cover Degree of Cover (Example) Cover Bonus to Defense Reflex Saves One-quarter (standing behind a 3-ft. high wall) +2 +1 One-half (fighting from around a corner or a tree; standing at an open window; behind a creature of same size) +4 +2 Three-quarters (peering around a corner or a big tree) +7 +3 Nine-tenths (standing at an arrow slit; behind a door that’s slightly ajar) +10 +4 1 Total (on the other side of a solid wall) — — 1 Half damage if save is failed; no damage if successful. Friendly Fire Degree of Cover Cover Bonus Auto-Fire Reflex DC One-quarter (Dwarf) +2 15 One-half (medium-size creature) +4 13 Three-quarters (second medium-sized creature) +7 12 Nine-tenths (third mediumsized creature) +10 11 Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 208 Concealment Concealment includes all circumstances in which nothing physically blocks a blow or shot, but something interferes with an attacker’s accuracy. Degree of Concealment Concealment is subjectively measured as to how well concealed the defender is. Examples of what might qualify as concealment of various degrees are given on the Concealment table. Concealment always depends on the point of view of the attacker. Concealment Miss Chance Concealment gives the subject of a successful attack a chance that the attacker missed because of the concealment. If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck. (Actually, it does not matter who makes the roll or whether it is rolled before or after the attack roll.) When multiple concealment conditions apply to a defender, use the one that would produce the highest miss chance. Do not add the miss chances together. Helpless Defenders A helpless foe— one who is bound, sleeping, unconscious, or otherwise at the attacker’s mercy —is an easy target. A character can sometimes approach a target who is unaware of his presence, get adjacent to the target, and treat him as helpless. If the target is in combat or some other tense situation, and therefore in a state of acute awareness and readiness, or if the target can use his Dexterity bonus to Defense, then that target cannot be considered unaware. Further, any reasonable precaution taken by a target, including stationing bodyguards, placing his back to a wall, or being able to make Spot checks, also precludes catching that target unaware and helpless. Regular Attack A helpless defender has an effective Defense of 5 + his size modifier. If a character is attacking with a ranged weapon and is not adjacent to the target, the character can use a full-round action to make the attack, and gain a +5 bonus on the attack roll. If the character is attacking with a melee weapon, or with a ranged weapon from an adjacent square, the character can use a full-round action to deliver a coup de grace. Coup de Grace As a full-round action, a character can use a melee weapon to deliver a coup de grace to a helpless foe. A character can also use a ranged weapon, provided the character is adjacent to the target. The character automatically hits and scores a critical hit. If the defender survives the damage, he still must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity from threatening foes because it involves focused concentration and methodical action. A character cannot deliver a coup de grace against a creature that is immune to critical hits. Knockout Blow As a full-round action, a character can make an unarmed attack or use a melee weapon that deals non-lethal damage to deliver a knockout blow to a helpless foe. A character can also use a melee weapon that deals lethal damage, but the character takes a –4 penalty on any attempt to deal non-lethal damage with the weapon. The target has an effective Defense of 5 + his size modifier. If the character hits, he automatically scores a critical hit (see Non-lethal Damage). Concealment Concealment (Example) Miss Chance One-quarter (light fog; light foliage) 10% One-half (shadows; dense fog at 5 ft.) 20% Three-quarters (dense foliage) 30% Nine-tenths (near total darkness) 40% Total (attacker blind; total darkness; smoke grenade; dense fog at 10 ft.) 1 50% 1 must guess target’s location Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 209 Delivering a knockout blow provokes attacks of opportunity from threatening foes because it involves focused concentration and methodical action. A character cannot deliver a knockout blow against a creature that is immune to critical hits. Special Initiative Actions Usually a character acts as soon as he can in combat, but sometimes a character wants to act later, at a better time, or in response to the actions of someone else. Delay By choosing to delay, the character takes no action and then acts normally at whatever point in the initiative count the character decides to act. When a character delays he voluntarily reduces his own initiative result for the rest of the combat. When the character’s new, lower, initiative count comes up later in the same round, the character can act normally. The character can specify this new initiative result or just wait until sometime later in the round and act then, thus fixing the character’s new initiative count at that point. A character cannot interrupt anyone’s action with a delayed action (as a character can with a readied action; see below). Delaying Limits The longest a character can delay before taking an action is until after everyone else has acted in the round. At that point, the delaying character must act or else forfeit any action in that round. If multiple characters are delaying, the one with the highest initiative modifier (or highest Dexterity, in case of a tie) has the advantage. If two or more delaying characters both want to act on the same initiative count, the one with the highest initiative modifier gets to go first. If two or more delaying characters are trying to go after one another, the one with the highest initiative modifier gets to go last; the others must go first or lose their action for the round. If a character loses an action due to delaying, he may act on any count on the next turn. Again, the character cannot interrupt an action. Ready The ready action lets a character prepare to take an action later, to interrupt another character. Essentially, the character splits his action, taking the move action on the character’s initiative count and the attack action at a later point. On the character’s turn, he prepares to take an action later, if a specific trigger is met. Then, later in the round, if the readied action is triggered, the character takes it, acting before the triggering action. Readying does not provoke an attack of opportunity. (The character’s move action, and the attack action he readies, may both provoke attacks of opportunity normally.) Readying an Action A character can ready an attack action or a move action. To do so, the character specifies the action he will take and the conditions under which the character will take it. Then, any time before the character’s next action, the character may take the readied attack action in response to those conditions. The readied action occurs just before the event that triggers it. If the trigger is part of another character’s actions, the readied action interrupts the other character. The other character continues his actions once the readied action is completed. The character’s initiative count changes—for the rest of the encounter, it is the count on which the character took the readied action, and the character acts immediately ahead of the character whose action triggered the readied action. Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 210 A character can take a 5-foot step as part of his readied action, but only if the character did not otherwise move any distance during the round. If the character comes to his next action and has not yet performed the readied action, the character does not get to take the readied action (though the character can ready the same action again). If the character takes his readied action in the next round, before his regular turn comes up, the character’s initiative count rises to that new point in the order of battle, and he does not get the regular action for that round. Special Attacks This section covers firearms, grappling, explosives, attacking objects, and an assortment of other special attacks. Aid Another In combat, a character can help a friend attack or defend by distracting or interfering with an opponent. If the character is in position to attack an opponent with which a friend of the character is engaged in melee combat, the character can attempt to aid the friend as an attack action. The character makes an attack roll against Defense 10. If the character succeeds, he does not actually damage the opponent—but the character’s friend gains either a +2 circumstance bonus against that opponent or a +2 circumstance bonus to Defense against that opponent (aiding character’s choice) on the friend’s next turn. Firearms The most basic form of attack with a firearm is a single shot. One attack is one pull of the trigger and fires one bullet at one target. The Personal Firearms Proficiency feat allows a character to make this sort of attack without penalty. If a character is not proficient in personal firearms, he takes a –4 penalty on attacks with that type of weapon. A number of other feats allow a character to deal extra damage when he fires more than one bullet as part of a single attack at a single target. (If a character does not have those feats, he can still fire more than one bullet—but the extra bullets do not have any effect, and are just wasted ammunition.) As with all forms of ranged weapons, attacking with a firearm while within a threatened square provokes an attack of opportunity. Due to the weapon’s unwieldy shape and size, an attacker using a firearm bigger than a handgun takes a –4 penalty on attacks against adjacent opponents. Auto-fire If a ranged weapon has an automatic rate of fire, a character may set it on auto-fire. Auto-fire affects an area and everyone in it, not a specific creature. The character targets a 10-foot-by-10-foot area and makes an attack roll; the targeted area has an effective Defense of 10. (If the character does not have the Advanced Firearms Proficiency feat, he takes a –4 penalty on the attack roll.) If the attack succeeds, every creature within the affected area must make a Reflex save (DC 15) or take the weapon’s damage. Auto-fire shoots 10 bullets, and can only be used if the weapon has 10 bullets in it. Auto-fire is not the same thing as burst fire, which involves firing a short burst at a specific target. Firing a burst requires the Burst Fire feat. If a character fires a blast of automatic fire at a specific target without the Burst Fire feat, it is treated as a standard attack. The attack, if successful, only deals normal damage—all the extra ammunition the character fired is wasted. Some firearms, particularly machine guns, only have auto-fire settings and cannot normally fire single shots. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 211 Grenades and Explosives An explosive is a weapon that, when detonated, affects all creatures and objects within its burst radius by means of shrapnel, heat, or massive concussion. Its effect is broad enough that it can hurt characters just by going off close to them. Some explosives, such as grenades, can be thrown, and they explode when they land. Others are planted, with fuses or timers, and go off after a preset amount of time elapses. Thrown Explosives An attack with a thrown explosive is a ranged attack made against a specific 5-foot square. (A character can target a square occupied by a creature.) Throwing the explosive is an attack action. If the square is within one range increment, you do not need to make an attack roll. Roll 1d4 and consult the Hit table to see which corner of the square the explosive bounces to. If the target square is more than one range increment away, make an attack roll. The square has an effective Defense of 10. Thrown weapons require no weapon proficiency, so a character does not take the – 4 non-proficient penalty. If the attack succeeds, the grenade or explosive, lands in the targeted square. Roll 1d4 and consult the Hit table to see into which corner of the square the explosive bounces. If the character misses the target, the explosive lands at a corner of a square nearby in a random direction. Consult the Miss tables to determine where the explosive lands. If the weapon was thrown two to three range increments (11 to 30 feet), roll 1d8. For ranges of up to five range increments (31 to 50 feet), roll 1d12. After determining where the explosive landed, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage. Planted Explosives A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off. When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage. Thrown Explosives (Miss 4 to5 Range Increments) d12 Location Struck 1 upper right corner, two squares beyond target 2 upper right corner, one square beyond and right of target 3 upper right corner, two squares right of target 4 lower right corner, two squares right of target 5 lower right corner, one square short and right of target 6 lower right corner, two squares short of target 7 lower left corner, two squares short of target 8 lower left corner, one square short and left of target 9 lower left corner, two squares left of target 10 upper left corner, two squares left of target 11 upper left corner, one square beyond and left of target 12 upper left corner, two squares beyond target Thrown Explosives (Hit) Roll on d4 Corner of targeted square 1 Upper Left 2 Upper Right 3 Lower Right 4 Lower Left Thrown Explosive (Miss 2 to 3 Range Increments) d8 Location Struck 1 upper right corner, one square beyond target 2 upper right corner, one square right of target 3 lower right corner, one square right of target 4 lower right corner, one square short of target 5 lower left corner, one square short of target 6 lower left corner, one square left of target 7 upper left corner, one square left of target 8 upper left corner, one square beyond target Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 212 Splash Weapons A splash weapon is a ranged weapon that breaks apart on impact, splashing or scattering its contents over its target and nearby creatures or objects. Most splash weapons consist of liquids in breakable containers. To attack with a splash weapon, make a ranged touch attack against the target. Thrown weapons require no weapon proficiency, so characters do not take the –4 non-proficient penalty. A hit deals direct hit damage to the target and splash damage to all other creatures within 5 feet of the target. A character can instead target a specific 5-foot square, including a square occupied by a creature. Use the rules for thrown explosives. If a character targets a square, however, creatures within 5 feet are dealt the splash damage, and the direct hit damage is not dealt to any creature. If the character misses the target (whether aiming at a creature or a square), check to see where the weapon lands, using the rules for thrown explosives. After determining where the object landed, it deals splash damage to all creatures within 5 feet. Attack an Object Sometimes a character needs to attack or break an object. Strike an Object Objects are easier to hit than characters because they usually do not move, but many are tough enough to shrug off some damage from each blow. Object Defense and Bonuses to Attack Objects are harder or easier to hit depending on their size and whether they are immobile or being held, carried, or worn by opponents. The base Defense of objects is shown on the Size and Defense of Objects table below. If a character uses a full-round action to make an attack against an inanimate, immobile object, the character gets an automatic hit with a melee weapon or a +5 bonus on his attack roll with a ranged weapon. An object being held, carried, or worn has a Defense equal to the above figure + 5 + the opponent’s Dexterity modifier + the opponent’s class bonus to Defense. Striking a held, carried, or worn object provokes an attack of opportunity from the character who holds it. (If a character has the Sunder feat, he does not incur an attack of opportunity for making the attempt.) Hardness Each object has hardness—a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points (see the Substance Hardness and Hit Points and the Object Hardness and Hit Points tables below). Size and Defense of Objects Size (Example) Defense Colossal (oil rig) –3 Gargantuan (gutted tank) 1 Huge (large ruined vehicle) 3 Large (big door) 4 Medium-size (desk) 5 Small (chair) 6 Tiny (Snap-Off Super Toolkit) 7 Diminutive (Cat’s Paw magazine) 9 Fine (Rad-Blocker 2 pill) 13 Substance Hardness and Hit Points Substance Hardness Hit Points Paper 0 2/inch of thickness Rope 0 2/inch of thickness Plastic, soft 0 3/inch of thickness Glass 1 1/inch of thickness Ceramic 1 2/inch of thickness Ice 0 3/inch of thickness Plastic, hard 2 5/inch of thickness Wood 5 10/inch of thickness Aluminum 6 10/inch of thickness Concrete 8 15/inch of thickness Steel 10 30/inch of thickness Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 213 Hit Points An object’s hit point total depends on what it is made of or how big it is (see the Substance Hardness and Hit Points and the Object Hardness and Hit Points tables below). Energy Attacks Acid and sonic/concussive attacks deal normal damage to most objects. Electricity and fire attacks deal half damage to most objects; divide the damage by 2 before applying the hardness. Cold attacks deal onequarter damage to most objects; divide the damage by 4 before applying the hardness. Ineffective Weapons The Overseer may determine that certain weapons just cannot deal damage effectively to certain objects. Immunities Objects are immune to non-lethal damage and to critical hits. Saving Throws Unattended objects never make saving throws. They are considered to have failed their saving throws. An object attended by a character (being grasped, touched, or worn) receives a saving throw just as if the character herself were making the saving throw. Breaking Objects When a character tries to break something with sudden force rather than by dealing damage, use a Strength check to see whether he succeeds. The DC depends more on the construction of the object than on the material. If an object has lost half or more of its hit points, the DC to break it decreases by 2. Repairing Objects Repairing damage to an object takes a full hour of work and appropriate tools. (Without the tools, a character takes a –4 penalty on his Repair check.) At the end of the hour, make a Repair check (DC 20). Success restores 2d6 hit points. If damage remains, the character may continue to make repairs for as many hours as it takes to restore all the object’s hit points. Bull Rush A character can attempt a bull rush as an attack action made during his move action, or as part of a charge. (In general, a character cannot make an attack action during a move action; this is an exception). In either case, the character does not get a 5-foot step before, during, or after the bull rush attempt. When the character bull rushes, he attempts to push an opponent straight back instead of attacking the opponent. A character can only bull rush an opponent who is one size category larger than the character, the same size, or smaller. Object Hardness and Hit Points Object Hardness Hit Points Break DC Lock Cheap 0 1 10 Average 3 5 15 High quality 5 10 20 High security 10 120 35 Ultrahigh security 20 150 40 Manufactured objects1 Fine 0 1 10 Diminutive 0 1 10 Tiny 1 2 10 Small 3 3 12 Medium-size 5 5 15 Large 5 10 15 Huge 8 10 20 Gargantuan 8 20 30 Colossal 10 30 50 Firearm, Medium-size 5 7 17 Rope 0 2 23 Simple wooden door 5 10 13 Strong wooden door 5 20 23 Steel door 10 120 35 Cinderblock wall 8 90 35 Chain 10 5 26 Handcuffs 10 10 30 Metal bars 10 15 30 1 Figures for manufactured objects are minimum values. The Overseer may adjust these upward to account for objects with more strength and durability. Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 214 Initiating a Bull Rush First, the character moves into the target’s square. Moving in this way provokes an attack of opportunity from each foe that threatens the character, probably including the target. Second, the character and the target make opposed Strength checks. If the character and the target are different sizes, the larger combatant gets a bonus on the Strength check of +4 per difference in size category. The character gets a +2 bonus if he was charging. The target gets a +4 stability bonus if he has more than two legs or is otherwise exceptionally stable. Bull Rush Results If the character beats the target’s Strength check, the character pushes the opponent back 5 feet. The character can push the target back an additional 5 feet for every 5 points by which the character exceeded the target’s check result, provided the character moves with the target. A character cannot, however, exceed his normal movement for that action. (The target provokes attacks of opportunity if moved. So does the character, if he moves with the target. The target and the character do not provoke attacks of opportunity from each other as a result of this movement.) If the character fails to beat the target’s Strength check, the character moves 5 feet straight back to where the character was before the character moved into the opponents square. If that square is occupied, the character falls prone in the square. Disarm As a melee attack, a character may attempt to disarm his opponent. If the character does so with a weapon, he knocks the opponent’s weapon out of his hands and to the ground. If the character attempts the Disarm while unarmed, the character ends up with the weapon in his hand. If a character is attempting to disarm the wielder of a melee weapon, follow the steps outlined here. Disarming the wielder of a ranged weapon is slightly different; see below. Step One: The character provokes an attack of opportunity from the target he is trying to disarm. Step Two: The character and the target make opposed attack rolls with their respective weapons. If the weapons are different sizes, the combatant with the larger weapon gets a bonus on the attack roll of +4 per difference in size category. If the target is using a weapon in two hands, he gets an additional +4 bonus. Also, if the combatants are different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. Step Three: If the character beats the target’s attack roll, the target is disarmed. If the character attempted the disarm action unarmed, he now has the weapon. If the character was armed, the target’s weapon is on the ground at the target’s feet. If the character fails the disarm attempt, the target may immediately react and attempt to disarm the character with the same sort of opposed melee attack roll. The opponent’s attempt does not provoke an attack of opportunity from the character. If the opponent fails to disarm, the character does not get a free disarm attempt against the opponent. Ranged Weapons To disarm an opponent wielding a ranged weapon, the character makes a melee attack or unarmed attack to strike the weapon in the opponent’s hand (see Attack an Object). If the weapon is held in two hands, it gets a +2 bonus to its Defense. If the character’s attack succeeds, the ranged weapon falls to the ground or winds up in the character’s hands (if the character made the attack unarmed). This kind of disarm attempt provokes an attack of opportunity, but if the character fails, the target does not get to make a disarm attempt against him. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 215 Grabbing Objects A character can also use disarm to snatch away an object worn by a target. Doing this works the same as a Disarm attempt (see above), except for the following: Attack of Opportunity: If the target’s attack of opportunity inflicts any damage, the attempt to grab the object automatically fails. Modifiers: If the object is well secured or otherwise difficult to grab from the target, the target gets a +4 bonus. On the other hand, if the object is poorly secured or otherwise easy to snatch or cut away, the attacker gets a +4 bonus. Failed Attempts: Failing an attempt to grab an object does not allow the target to attempt to disarm the character. Grapple Grappling means wrestling and struggling hand-to-hand. There are three stages to grappling: grabbing, holding, and pinning. Grabbing Normally, a grab is just the first step to starting a grapple. If the character grabs an opponent, but fails to go on to hold him, the character does not actually start a grapple. Sometimes all a character wants to do is grab the target, however. Holding Once a character has established a hold, he is involved in a grapple. From a hold, a character can attempt a number of actions, including damaging the opponent or pinning the opponent. A character cannot get a hold on any creature more than two size categories larger than the character. Such a creature can, however, get a hold on the character—so while a character cannot initiate a grapple with a creature more than two size categories larger than, a character can still end up in one.) Pinning Getting the opponent in a pin is often the goal of a grapple. A pinned character is held immobile. Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 216 Grapple Checks When a character is involved in a grapple, he will need to make opposed grapple checks against an opponent—often repeatedly. A grapple check is something like a melee attack roll. A character’s attack bonus on a grapple check is: Base attack bonus + Strength modifier + grapple modifier Grapple Modifier A creature’s size works in its favor when grappling, if that creature is Large or larger in size. Conversely, a creature of Small or smaller size is at a disadvantage because of its size when grappling. Instead of using a creature’s size modifier on a grapple check (as would be done for a melee or ranged attack roll), use the appropriate grapple modifier from the Grapple Modifiers table below. Starting a Grapple To start a grapple, a character first needs to grab and hold his target. Attempting to start a grapple is the equivalent of making a melee attack. If the character gets multiple attacks in a round, he can attempt to start a grapple multiple times (at successively lower base attack bonuses). Follow these steps: 1. Attack of Opportunity: A character provokes an attack of opportunity from the target he is trying to grapple. If the attack of opportunity deals the character damage, the character fails to start the grapple. If the attack of opportunity misses or otherwise fails to deal damage, proceed to step 2. 2. Grab: The character makes a melee touch attack to grab the target. If the character fails to hit the target, the character fails to start the grapple. If the character succeeds, proceed to step 3. 3. Hold: Make an opposed grapple check. (This is a free action.) If the character succeeds, the character has started the grapple, and deals damage to the target as if with an unarmed strike. If the character loses, he fails to start the grapple. The character automatically loses an attempt to hold if the target is two or more size categories larger than the character is (but the character can still make an attempt to grab such a target, if that’s all he wants to do). 4. Maintain the Grapple: To maintain the grapple for later rounds, the character must move into the target’s square. (This movement is free and does not count as part of the character’s movement for the round movement.) Moving, as normal, provokes attacks of opportunity from threatening enemies, but not from the target. The character and the target are now grappling. If the character cannot move into the target’s square, the character cannot maintain the grapple and must immediately let go of the target. To grapple again, the character must begin at step 1. Grappling Consequences While a character is grappling, his ability to attack others and defend himself is limited. No Threatened Squares: A character does not threaten any squares while grappling. No Dexterity Bonus: A character loses his Dexterity bonus to Defense (if the character has one) against opponents the character is not grappling. (The character can still use it against opponents he is grappling.) No Movement: A character cannot move while held in a grapple. If the Character is Grappling When a character is grappling (regardless of who started the grapple), he can attempt any of several actions on his turn. Unless otherwise noted, each of these options is equivalent to an attack. (If the character normally gets more than one attack per attack action, he can attempt as many of these options as he has attacks Grapple Modifiers Size (Example) Grapple Modifier Colossal (sea serpent) +16 Gargantuan (desert serpent) +12 Huge (elephant) +8 Large (Trans-Gen Mutant) +4 Medium-size (human) +0 Small (dog) –4 Tiny (pig rat) –8 Diminutive (normal rat) –12 Fine (blood fly) –16 Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 217 available, using his or her successively lower attack bonus for each roll.) The character is limited to these options only; he cannot take any other actions. Attack with a Light Weapon – A character can attack with a light weapon while grappling (but not while pinned or pinning). A character cannot attack with two weapons while grappling. Bite – The character can bite his opponent with a successful attack. Biting the opponent with a targeted attack, however, gives the character a bonus on his next grapple check on denoted on the table. A bite attack deals one point of damage unless the biter has a natural bite attack (which some creatures do). A character can only bite an opponent where flesh is exposed or light clothing is worn. If a character targets an area that is protected by armor, boot, or gloves, then the attack fails and no damaged is dealt. Break Another’s Pin – Make an opposed grapple check; if the character succeeds, he can break the hold that an opponent has over an ally. Damage the Opponent – Make an opposed grapple check; if the character succeeds, he deals damage as with an unarmed strike. Draw a Light Weapon – A character can draw a light weapon as a move action. Escape from Grapple – Make an opposed grapple check. If the character succeeds, he can escape the grapple. If more than one opponent is grappling the character, the grapple check result has to beat all their check results to escape. (Opponents do not have to try to hold a character if they would rather not.) Alternatively, the character can make an Escape Artist check opposed by the opponent’s grapple check to escape from the grapple. This is an attack action that the character may only attempt once per round, even if the character gets multiple attacks. If the character has not used his move action for the round, the character may do so after escaping the grapple. Escape from Pin – Make an opposed grapple check. If the character succeeds, he can escape from being pinned. (Opponents do not have to try to keep the character pinned if they do not want to.) The character is still being grappled, however. Alternatively, a character can make an Escape Artist check opposed by the opponent’s grapple check to escape from the pin. This is an attack action that the character may only attempt once per round, even if the character gets multiple attacks. Eye Gouge – A character that is in a grapple can rake his opponent’s eyes to give him a +8 bonus to an escape attempt on his next Grapple or Escape Artist check. The character must make a successful targeted attack (head, –6 to attack roll). This maneuver deals no damage unless a critical result is score resulting in blinding the grappler. Grapple and Release Maneuver – The character can perform a wrestling maneuver that deals damage and then releases the target into a prone position, such as a body slam. Low Blow – A character can attempt to hit his opponent in the groin to get him to release the grapple. The character must make a targeted attack (groin, –6 to attack) and if successful deals normal damage (not the targeted modifier damage) and the grapple is released. The opponent must make a Fortitude save or be Stunned for one round. Break Another’s Pin – Make an opposed grapple check; if the character succeeds, he can break the hold that an opponent has over an ally. Targeted Attack Grapple Bonus Arm +2 Foot (toes) +4 Hand (fingers) +4 Head (nose or ear) +8 Groin +6 Leg +2 Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 218 Pin – Make an opposed grapple check; if the character succeeds, he holds the opponent immobile for 1 round. The opponent takes a –4 penalty to Defense against all attacks from other people (but not from the character); however, the opponent is not considered helpless. A character cannot use a weapon on a pinned character or attempt to damage or pin a second opponent while holding a pin on the first. A pinned character cannot take any action except to attempt to escape from the pin. Reverse Pin – A character can attempt to reverse the pin with a successful grapple check. To reverse the pin the character takes a –4 penalty to his grapple checks for the round and if successful, reverses the pin putting his opponent in the pinned position. Special Maneuver – A character can perform a special maneuver with a successful grapple check at a –8 penalty. This maneuver deals triple Strength damage to the normal damage dealt by the attack, and the character can then choose to release the grapple leaving his opponent in a prone position or place his opponent in a pin. What this special grappling maneuver looks like is up the character. If the Character is Pinned When an opponent has pinned the character, he is held immobile (but not helpless) for 1 round. (The character cannot attempt any other action.) On the character’s turn, he can attempt to escape from the pin. If the character succeeds, he is still grappling. Joining a Grapple If the target is already grappling someone else, a character can use an attack to start a grapple, as above, except that the target does not get an attack of opportunity against the character, and the character’s grab automatically succeeds. The character still has to make a successful opposed grapple check and move in to be part of the grapple. If multiple enemies are already involved in the grapple, the character picks one against whom to make the opposed grapple check. Multiple Grapplers Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one size category smaller than the character count as one-half creature each; creatures that are one size category larger than the character count as two creatures; and creatures two or more size categories larger than the character count as four creatures. When involved in a grapple with multiple opponents, the character chooses one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to escape, a character’s grapple check must beat the check results of all opponents. Overrun A character can attempt an overrun as an attack action made during his move action, or as part of a charge. (In general, a character cannot make an attack action during a move action; this is an exception.) In either case, the character does not get a 5-foot step before, during, or after the overrun attempt. With an overrun, the character attempts to move through an opponent’s area, going past or over the opponent. A character can only overrun an opponent who is one size category larger than the character, the same size, or smaller. A character can make only one overrun attempt per action. First, the character must move at least 10 feet in a straight line into the target’s square (provoking attacks of opportunity normally). Then the target chooses either to avoid the character or to block the character. If the opponent avoids the character, the character keeps moving. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 219 (A character can always move through a square occupied by someone who lets the character by.) If the opponent blocks the character, make a trip attack against the opponent (see Trip). If the character succeeds in tripping his opponent, the character can continue his movement as normal. If the character fails and is tripped in turn, the character falls prone in the target’s square. If the character fails but is not tripped, the character has to move 5 feet back the way he came, ending his movement there. If that square is occupied, the character falls prone in the square. Trip A character can try to trip an opponent, or otherwise knock him down, as an unarmed melee attack. A character can only trip an opponent who is one size category larger than the character, the same size, or smaller. Making a Trip Attack Make an unarmed melee touch attack against the target. Doing this provokes an attack of opportunity from the target as normal for unarmed attacks. If the attack succeeds, make a Strength check opposed by the target’s Dexterity check or Strength check (using whichever ability score has the higher modifier). If the character and the target are different sizes, the larger combatant gets a bonus on the Strength check of +4 per difference in size category. The target gets a +4 stability bonus on his check if he has more than two legs or is otherwise exceptionally stable. If the character wins, he trips the target. If the character loses, the target may immediately react and make a Strength check opposed by the character’s Dexterity check or Strength check to try to trip the character. Being Tripped (Prone) A tripped character is prone. Standing up from a prone position is a move action. Tripping with a Weapon Some weapons, such as the chain and the whip, can be used to make trip attacks. A character does not incur an attack of opportunity when doing so. If the character is tripped during his own trip attempt, the character can drop the weapon to avoid being tripped. Targeted Attacks A character or semi-intelligent creature (Int 6+) may make a targeted attack against an opponent or specific area on an object or item as a Full-round attack action. Descriptions for targeted attacks against biological humanoids and quadrupeds are below; tables describing alternative targets for different kinds of critters (Robots, insectiod animals) are listed below. A generic "mutation" template is also provided for critters that do not fit in any other category. While the specific targets may be different, the effect of targeted attacks on these other critters is the same. Targeted Attacks Anatomy Part Attack Roll Penalty Normal Results Critical Results Arm or Upper Appendage – 4 Crippled Eye, Feelers, Ocular Input, or Sensors –10 x2 damage Blinded Foot – 8 Crippled Hand – 8 Crippled Head, CPU, or Brainpan – 6 x2 damage Concussion Groin, Servo, or Weak Point – 6 x1.5 damage x3 damage Leg, Locomotion Device, or Lower Appendage – 2 Crippled Torso or Body – 0 Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 220 Normal result: Some targeted attacks deal additional damage as detailed on the chart above. Critical results: If a critical hit is confirmed on a targeted attack, the creature hit takes both normal and critical result damages. Blinded: The character is blinded and suffers the effects of being blinded as detailed in the Condition Summary. The Overseer can judge that the character is blinded in only one eye and only suffers half of the penalties bestowed from being blinded. Concussion: The character has taken a mighty wound to the cranium. He loses his Dexterity bonus, takes 4 points of temporary Intelligence and Wisdom damage and can only make Standard actions, until the effects of the concussion wears off. The effect of the temporary damage returns at the standard ability healing rate. Crippled: A character that is crippled cannot use the crippled appendage until fixed up by a doctor (see the Treat Injury skill detailed in Chapter 2). Arm: The character is limited to one-handed weapons and suffers a –4 penalties to Dexterity based skill checks that require the use of either arms or hands. Foot: The character’s speed is reduced by 10 and he cannot run. Hand: The character is limited to one-handed weapons and suffers a –4 penalties to Dexterity based skill checks that require the use of both hands. Leg: The speed of the character is reduced by one-half base (round up), and he cannot run. Additionally, he suffers a –4 penalties to Dexterity based skill checks that require the use of both legs. Environmental Dangers Darkness and Light It is a rare mission that does not end up in the dark somewhere, and heroes need a way to see. See Light Sources for the radius that a light source illuminates and how long it lasts. Heat and Cold Heat and cold deal damage that cannot be recovered until the character counteracts or escapes the inclement temperature. As soon as the character suffers any damage from heat or cold, he is considered fatigued. A character not properly equipped to counteract the heat or cold must attempt a Fortitude saving throw each hour (DC 15, +1 for each previous check). Failure means that the character loses 1d4 hit points. Heavy clothing or armor provides a –4 penalty on saves against heat, but grants a +4 equipment bonus on saves Light Sources Item Light Duration Candle 5 feet 12 hours Torch 20 feet 2 hours Halogen lantern 40 feet 24 hours Flashlight 20 feet* 6 hours *Creates a beam 30 feet long and 5 feet high. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 221 against cold. A character who succeeds at a Survival check (DC 15) gains a +4 competence bonus on the save (see the Survival skill). Searing heat or bitter cold (desert or arctic conditions) forces a character to make a Fortitude save every 10 minutes. Failure means that the character loses 1d6 hit points. Appropriate clothing and successful use of the Survival skill can modify the save, as noted above. Catching on Fire Heroes exposed to open flames might find their clothes, hair, or equipment on fire. Heroes at risk of catching fire are allowed a Reflex saving throw (DC 15) to avoid this fate. If a hero’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning hero must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once the character succeeds at the saving throw, he is no longer on fire.) A hero on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with blankets or the like permits the hero another save with a +4 bonus. Starvation and Thirst Sometimes heroes might find themselves without food and water. In normal climates, heroes need at least a 1/2 gallon of fluids and about 1/4 a pound of decent food per day to avoid the threat of starvation. In very hot climates, heroes need two or three times as much water to avoid dehydration. A character can go without water for one day plus the number of hours equal to his Constitution score. After this, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of damage. A character can go without food for three days, in growing discomfort. After this, the character must make a Constitution check each day (DC 10, +1 for each previous check) or sustain 1d6 points of damage. Damage from thirst or starvation cannot be recovered until the hero gets water or food, as needed. Suffocation and Drowning A character in an airless environment (underwater, vacuum) can hold his breath for the number of rounds equal to his Constitution score. After this period of time, the character must make a Constitution check (DC 10) every round to continue holding his breath. Each round, the DC of the Constitution check increases by 1. When the character fails one of these Constitution checks, he begins to suffocate or drown. In the next round, the character falls unconscious with 0 hit points. In the following round, the character drops to –1 hit points and is dying. In the third round after failing the check, the character dies of suffocation or drowning. Smoke Characters breathing heavy smoke or similar toxic gases must make a Constitution check (DC 10, +1 for each previous check) each round or spend that round choking and coughing. Characters who choke for 2 consecutive rounds take 1d6 points of damage. Smoke also obscures vision, giving one-half concealment (20% miss chance) to characters caught within. Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 222 Strangulation When a character is strangled by an instrument or an attacker, use the rules below. A character can strangle or choke a target of the same size category, one size category larger, or one size category smaller. The strangling attempt incurs an attack of opportunity. To begin the choke, the attacker must succeed at an opposed grapple check. If the grapple succeeds, the attacker can choose to deal normal unarmed damage as well as choke the target. The target can hold his breath for the number of rounds equal to his Constitution score. After this period of time, the target must make a Constitution check (DC 10, +1 for each previous check) every round to continue holding his breath. The target begins to suffocate on a failed check (see Suffocation and Drowning). If at any time the target breaks free or slips free of the grapple, the stranglehold is broken (although any damage that was dealt remains). Note that a grappled target who is not pinned can use his attack action to strangle his attacker. Falling A character takes 1d6 points of damage for every 10 feet of a fall, to a maximum of 20d6 points. If the character succeeds on a Reflex saving throw (DC 10, +1 for each 10 feet fallen), this damage is halved. If the saving throw fails, full damage is applied. A character can make a Tumble check (DC 15) to treat a fall as if it were 10 feet shorter when determining the damage and Reflex saving throw DC required by the fall. Falling Objects Objects that fall upon characters (or creatures or vehicles) deal damage based on their size and the distance fallen, as noted in the Damage from Falling Objects table. Objects deal the initial damage given in the Damage from Falling Objects table if they fall 10 feet or less. An object deals an additional 1d6 points of damage for every 10- foot increment it falls beyond the first (to a maximum of 20d6 points of damage). Objects of Fine size are too small to deal damage, regardless of the distance fallen. A successful Reflex save indicates that the target takes half damage. The size of the falling object determines the save DC. If the save fails by 10 or more, and the object is at least three size categories larger than the character, the character is pinned under the fallen object. A pinned character cannot move but is not helpless. The character can make a Strength check to lift the object off himself or an Escape Artist check (DC 20) to get out from underneath. The Overseer can modify the DCs for these checks based on the circumstances. Damage from Falling Objects Object Size Examples Initial Damage Reflex Save DC Strength Check DC Fine Coin 0 n/a n/a Diminutive Paperweight 1 0 n/a Tiny Wrench 1d3 5 n/a Small Vase 1d4 10 5 Mediumsize Briefcase 1d6 15 10 Large Garbage can 2d6 20 20 Huge Oil barrel 4d6 25 30 Gargantuan Piano 8d6 30 40 Colossal Vehicle 10d6 35 50 Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 223 Poison When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes a poisonous substance, inhales a poisonous gas, or is otherwise poisoned, the character must make a Fortitude saving throw. If the character fails, he takes the poison’s initial damage (usually ability damage). Even if the character succeeds, he typically faces secondary damage 1 minute later. This secondary damage also requires a Fortitude saving throw to avoid. Poisons are detailed in the Craft(chemical) skill Description. Poisonous liquids are usually administered through injection or by application to a weapon. Poisonous gases must be inhaled to be effective. Poisonous solids are usually ingested with food or drink. Perils of Using Poison A character has a 5% chance (roll of 1 on 1d20) to expose himself to a poison whenever the character applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a 1 on an attack roll with a poisoned weapon must succeed at a Reflex saving throw (DC 15) or accidentally poison himself with the weapon. Poison Immunity Creatures with natural poison attacks are immune to their own poison. Nonliving creatures and creatures without metabolisms are immune to poison. Oozes and certain kinds of creatures are immune to poison, as detailed in their Descriptions, though it is conceivable that a special poison could be synthesized specifically to harm them. Disease When a character is exposed to a treatable disease, the character must make an immediate Fortitude saving throw. The victim must make this roll when he comes into contact with an infectious carrier, touches an item smeared with diseased matter, consumes food or drink tainted with a disease, or suffers damage from a contaminated attack. If the character succeeds, the disease has no effect on him—the character’s immune system fights off the infection. If the character fails the save, he takes damage after an incubation period; once per day thereafter, the character must succeed at a Fortitude saving throw to avoid secondary damage. Two successful saving throws in a row indicate that the character has fought off the disease and recovers, taking no more damage. The characteristics of some treatable diseases are summarized on the Diseases table. Type: The disease’s method of delivery—ingested, inhaled, or via an injury —and the DC needed to save. Some injury diseases can be transmitted by a wound as small as an insect bite. Most diseases that are inhaled can also be ingested (and vice versa). Incubation Period: The amount of time before initial damage takes effect (if the victim fails his Fortitude save). Initial Damage: The damage the victim takes after the incubation period. Secondary Damage: The amount of damage the hero takes one day after taking initial damage, if he fails a second saving throw. This damage is taken each day the saving throw fails. Diseases Disease Type Incubation Period Initial Damage Secondary Damage Anthrax Inhaled/Injury DC 16 1d2 days 1 Con 1d4 Con* Small pox Inhaled/Contact DC 15 2d4 days 1 Str and 1 Con 1d2 Str and 1d2 Con Pneumonia Inhaled DC 12 1d4 days 1 Str 1d3 Str and 1d3 Con Hantavirus Injury DC 14 1 day 1d2 Str 1d2 Str* and 1d2 Con* Necrotizing Fasciitis Contact DC 13 1d6 days 1 Con 1d3 Con* Blood Fly Virus Injury DC 12 1d4 days 1 Dex and 1 Con 1d2 Dex and 1d2 Con* Salmonellae Ingested DC 13 1 day 1 Str and 1 Dex 1 Str and 1d3 Dex *If damage is sustained, make a second saving throw to avoid 1 point being permanently drained (instead of damaged). Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 224 Acid Corrosive acids deal damage each round of exposure. The amount of damage varies depending on the acid’s strength, as noted on the Acid Damage table below. Acid damage from an attack reduces hit points. A character fully immersed in acid takes potentially more damage per round of exposure than a character splashed with acid. The fumes from most acids are inhaled poisons. Those who come within 5 feet of a large body of acid must make a Fortitude save (DC 15) or take 1 point of temporary Constitution damage. A second save must succeed 1 minute later to avoid taking another 1d4 points of Constitution damage. Electricity Electrical hazards come in many forms, including stun guns, downed power lines, and electric security fences. The Electricity Damage table below gives damage values for various electrical hazards based on relative voltage. A character can make a Fortitude saving throw to reduce the damage by half. If that character is not grounded or is otherwise insulated from the current, a successful save indicates that no damage is suffered. Radiation In 2012, the lands and bodies of water in the civilized world became radiated by fallout produced from millions of nuclear bombs detonations. Places that were once safe to hold daily activities with the children (provided you survived the bombs) became void of life from toxic radiation. Over the passing of years, the level of radiation has dropped, and inhabitants of the milder radiated area have adapted to the environment. Still, radiation exists in the world that will have you puking your lungs out, so make sure you have a good supply of Radium X and Rad-Blocker 2 before exploring the radiated wastes. Effects of Radiation When a character or creature comes into contact with radioactive material (such as uranium or plutonium) or a radiated area, they are subject to radiation over a exposure period and possible radiation sickness following the exposure period. Radiation is measured in RAD (Radiation Absorbed Dose) units and has eight degrees of exposure as displayed in the chart below. To determine the degree of exposure consult the chart below to determine the exposure time that saving throws are made. While a character is in a radiated area, he gains the minimum amount of RADs from the Degree of Exposure over the course of the Exposure Period and the full amount over Acid Damage Acid Strength Splash Attack* Total Immersion* Mild 1d6 1d10 Potent 2d6 2d10 Concentrated 3d6 3d10 *Damage per round of exposure. Electricity Damage Type Examples Damage Fort DC Jolt Car battery, stun gun 1d3 10 Low voltage Fuse box, electrical socket 2d6 15 Medium voltage Industrial transformer, electric fence 4d6 15 High voltage Power line, electric chair, lightning 8d6 20 Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 225 double the Exposure Period. A character can never exceed the RADs of a single Degree of Exposure, until moving into a deadlier radiated area. To determine how radiated a character is for short Exposure Periods not reaching the full length of exposure divide the minimum RADs of the Degree of Exposure by the of time that the character has been in the radiated area. Example: Kenny explores some ruins that emit low levels of radiation. Kenny remains in the radiated area for an hour before leaving and returning back to town (an area that is not radiated). Kenny suffers light radiation exposure and has a RAD level of 150. Kenny loses 25 RADs over the course of the day and night, still having 125 RADs on the next day, and must succeed a Fortitude save under Light Radiation Exposure. The next day Kenny’s RAD level drops by 25 again to 100, and he must make another Radiation Sickness Fortitude save under the Prolonging Damage. Radiation Sickness When a character is exposed to radiation, he may be afflicted with Radiation Sickness and its prolonged effects. Radiation Sickness functions exactly like exposure to any other poison, except for prolonged damage. The Fortitude save DC and the effects of Radiation Sickness vary with the dose of radiation (Degrees of Exposure) to which a creature is exposed. The Fortitude save is made at the end of the Exposure Period, and as long as a character has RADs, is made again at an equal length until the character leaves the irradiated area. Characters that have RADs are still subject to prolonged damage until the RAD level reaches zero. Use the RAD level and Exposure Period to determine the new Fortitude save for Radiation Sickness as the character’s RADs eventually will decrease outside the irradiated area (see RAD recovery below). RAD Degrees and Sickness Effects Weak (less than 100 RAD): There are no noticeable symptoms. The target’s red blood cell count decreases temporarily, however, and he may suffer from headache and increased risk of infection due to disruption of immunity cells. Temporary male sterility is also possible. Light (100 – 199 RAD): Mild to moderate nausea with occasional vomiting beginning 1 day after irradiation and lasting for up to one day. The immune system is depressed, with increased risk of infection. Temporary sterility is common in both men and women. Mild (200 – 299 RAD): Nausea is common with vomiting after 12 hours from exposure and lasts for 2 days. If not treated after 2 days, the character suffers from loss of hair, fatigue and general illness. There is a massive loss of white blood cell, greatly increasing the risk of infection. Permanent sterility is possible. Low (300 – 599 RAD): Mild symptoms (as above) begin to show after 4 hour of exposure with uncontrollable bleeding in the mouth, under the skin and in the kidneys. Radiation Exposure Radiation Sickness Degree of Exposure RAD Exposure Period Fortitude Save DC Initial and Prolonged Damage¹ Weak Less than 100 3 days 5 1d2–1 Con² Light 100-199 1 day 8 1d3–1 Con² Mild 200-299 6 hours 12 1d4–1 Con² Low 300-599 2 hours 15 1d6–1 Con² Moderate 600-999 30 minutes 18 2d4 Con High 1000-4999 5 minutes 21 2d6 Con Severe 5000-8000 1 minute 26 3d6 Con Deadly More than 8000 1 round 30 4d6 Con³ ¹ All radiated character suffers from a Radiated effect until the radiation sickness is removed or his RADs become 0. ² Minimum damage 0 Con. ³ If Constitution is reduced below zero there is a 1% chance per point below zero that the character will turn into a Ghūl instead of dying. Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 226 Moderate (600 – 999 RAD): Low symptoms (as above) begin to show after 1 hour of exposure with survival depending on intense medical care (or lots of Rad-Blocker 2). Bone marrow is nearly destroyed; intestinal tissues are severely damaged causing internal bleeding. High (1,000 – 4,999 RAD): Moderate symptoms (as above) begin to show after 10 minutes of exposure with fatigue and immediate nausea caused by brain damage by the irradiation. After that, cell death in the gastric and intestinal tissue, causing massive diarrhea, intestinal bleeding and loss of water. Severe (5,000 – 8,000 RAD): Immediate disorientation and coma within 2 minutes. Death occurs after a few hours by total collapse of nervous system. Deadly (Over 8,000 RAD): Expect immediate death. Treating Radiation and RAD Recovery Radiation sickness is considered treatable and can be cured using the “Treat Radiation Sickness” aspect of the Treat Injury skill to fend off Prolonged Damage (see Treat Injury for more details). A character can recover naturally from the effect of Radiation. Each day that a character is out of an irradiated area he regains 25 RAD (just a little over 1 per hour) per day. Additionally, the drug Radium X can be used to stave off the effects of radiation and Radiation Sickness, each dose removes 1000 RAD over the course of four hours. Toxic Waste Toxic waste is hazardous waste that is radioactive or poisonous. In 2012, chemical and plastics manufacturing industry produced millions of barrels of waste in the service of the US military. The waste was stored in large caves or in underground facilities, and some companies dumped illegally near populated areas to save money. After the bombs dropped, these sites became another lost page in history. Most of these barrels of waste have eroded with time, leaving behind toxic puddles or pools. Toxic waste affects characters and creatures in two ways: First, there is the chemical burn (treat as acid) and second, exposure to radiation (low). Contact with toxic waste deals 1d6 points of damage per round and ignores 6 points of hardness. The damaging effects of the toxic waste lasts for 1d4 rounds after initial contact. Should a target be submerged in a pool of toxic waste, he will take 10d6 points of damage per round of submersion. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 227 Structures Within the Wastelands are many ruined and unsafe structures left from the Exodus. Many of these structures were only built to last for a limited amount of time; however, some of these structures have bested time and remain still. When exploring a ruined structure there is a chance for unsafe conditions. As the Overseer, you can determine the effects of a structure that a party of character explores. Not all structures are unsafe, but as a rule of thumb, there is a 10% base chance that each floor of a building has a chance of unsafe conditions. This starts at the base ground floor entry of a typical building that is on a basement and cumulates as the building goes higher. Of course, the reverse is true for underground structures, here the lowest level would be the 10% base and would work upwards. So it is possible that a party of explorers entering an old fallout shelter would have 30% chance of encountering a structural mishap on the first floor or three. There also are areas that have no damage or fallout shelter structures that have been repaired by the repair bots that are still linked to an operating computer system. Such areas as this do not pose a structural threat and should be encountered about 10 percent of the time as the players explore the Wastelands. A planned structural adventure should factor in a +1 EL to encounters that take place in a room or building with structural fault. Death, Dying, and Healing Injury and Death Hit points measure how hard a character is to kill. Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one. Effects of Hit Point Damage At 0 hit points, a character is disabled. At –1 to –9 hit points, a character is dying. At –10 or lower, a character is dead. Massive Damage Any time a character takes damage from a single hit that exceeds the character’s massive damage threshold, that damage is considered massive damage. A character’s massive damage threshold is equal to the character’s current Constitution score; it can be increased by taking the Improved Damage Threshold feat. When a character takes massive damage that does not reduce his hit points to 0 or lower, the character must make a Fortitude save (DC 15). If the character fails the save, the character’s hit point total is immediately reduced to –1. If the save succeeds, the character suffers no ill effect beyond the loss of hit points. Creatures immune to critical hits are also immune to the effects of massive damage. Structural Dangers Reflex Save Damage Collapse (ceiling 10x10) 15 3d6 Collapse (ceiling 20x20) 20 5d6 Collapse (floor 10x10) 18 3d6 Collapse (floor 20x20) 23 5d6 Collapse (structure, ¼) 20 5d6 Collapse (structure, half) 25 8d6 Collapse (structure, whole) 30 12d6 Collapse (wall 10x10) 15 3d6 Collapse (wall 20x20) 20 5d6 Falling Debris (small) 15 1d6 Falling Debris (large) 18 3d6 Floor (foot through floor) 12 1d4 Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 228 Non-lethal Damage Non-lethal damage is dealt by unarmed attackers and some weapons. Melee weapons that deal lethal damage can be wielded so as to deal non-lethal damage, but the attacker takes a –4 penalty on attack rolls for trying to deal non-lethal damage instead of lethal damage. A ranged weapon that deals lethal damage cannot be made to deal non-lethal damage (unless it is used as an improvised melee weapon). Non-lethal damage does not affect the target’s hit points. Instead, compare the amount of non-lethal damage from an attack to the target’s massive damage threshold. If the amount is less than the target’s massive damage threshold, then the target is unaffected by the attack. If the damage equals or exceeds the target’s massive damage threshold, the target must make a Fortitude save (DC 15). If the target succeeds on the save, the target is dazed for 1 round. If the target fails, he or she is knocked unconscious for 1d4+1 rounds. Disabled (0 Hit Points) When a character’s current hit points drop to exactly 0, the character is disabled. The character is not unconscious, but he is close to it. The character can only take a single move or attack action each turn (but not both; nor can the character take full-round actions). The character can take non-strenuous move actions without further injuring himself, but if the character attacks or perform any other action the Overseer deems as strenuous, the character takes 1 point of damage after completing the act. Unless the activity increased the character’s hit points, the character is now at –1 hit points, and is dying. Healing that raises the character above 0 hit points makes him fully functional again, just as if the character had never been reduced to 0 or lower. A character can also become disabled when recovering from dying. In this case, it is a step up along the road to recovery, and the character can have fewer than 0 hit points (see Stable Characters and Recovery). Dying (–1 to –9 Hit Points) When a character’s current hit points drop below 0 the character is dying. A dying character has a current hit point total between –1 and –9, inclusive. A dying character immediately falls unconscious and can take no actions. A dying character loses 1 hit point every round. This continues until the character dies or becomes stable naturally or with help (see below). Dead (–10 hit points or lower) When a character’s current hit points drop to –10 or lower, he is dead. A character can also die if his Constitution is reduced to 0. Stable Characters and Recovery A dying character (one with –1 to –9 hit points) is unconscious and loses 1 hit point every round until he becomes stable or dies. Recovering without Help Each round, a dying character makes a Fortitude saving throw (DC 20). If the save fails, the character loses 1 hit point and must make another save on his turn the next round. If the save succeeds, the character becomes stable. A stable character stops losing hit points every round, but remains unconscious. If no one tends to the stable character (see below), he remains unconscious for 1 hour, at which point he makes a Fortitude save (DC 20). If the save succeeds, the stable character regains consciousness, becoming disabled (see above). The character’s current hit point total remains where it is, however, even Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 229 though it is negative. If the save fails, the character remains unconscious. An unaided stable, conscious character who has negative hit points (and is disabled) does not heal naturally. Instead, each day the character makes a Fortitude save (DC 20) to start recovering hit points naturally for that day; if the save fails, he loses 1 hit point. Once an unaided character starts recovering hit points naturally, the character is no longer in danger of losing additional hit points (even if his current hit point total is still negative). Recovering with Help A dying character can be made stable by the use of the Treat Injury skill (DC 15). One hour after a tended, dying character becomes stable, he makes a Fortitude save (DC 20) to regain consciousness. If successful, the character becomes disabled (see above). If the character remains unconscious, he makes the same Fortitude save every hour until he becomes conscious. Even while unconscious, the character recovers hit points naturally, and he can return to normal activity when his hit points rise to 1 or higher. Healing After taking damage, a character can recover hit points through natural healing (over the course of days) or through medical technology (somewhat faster). In any case, a character cannot regain hit points past his full normal total. Natural Healing A character recovers 1 hit point per character level per evening of rest (8 hours of sleep). A character undergoing complete bed rest (doing nothing for an entire day) recovers 2 hit points per character level. Healing Ability Damage Ability damage returns at the rate of 1 point per evening of rest (8 hours of sleep). Complete bed rest (24 hours) restores 2 points per day. Temporary Hit Points Certain effects can give a character temporary hit points. When a character gains temporary hit points, make a note of his current hit points before adding the temporary hit points. When the temporary hit points go away, the character’s hit points drop to that score. If the character’s hit points are already below that score at that time, all the temporary hit points have already been lost, and the character’s hit point total does not drop. When temporary hit points are lost, they cannot be restored as real hit points can be, even with medical treatment. Increases in Constitution Score and Current Hit Points An increase in a character’s Constitution score— even a temporary one —can give the character more hit points (an effective hit point increase), but these are not temporary hit points. They can be restored through normal healing. When a character’s Constitution drops back down to its previous score after a temporary increase, the character’s full normal hit points go down accordingly. Chemical Addiction Chemical or drug addiction is defined as the compulsive physiological need for a habitforming substance. An addict is driven both by a gnawing hunger for his drug of choice and by the knowledge of how miserable they will be if they Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 230 cannot obtain their fix. If they possess a supply of their drug they must fight the compulsion to take more and more “hits” of the substance; and, if they do not possess a supply, then they are consumed by the thought of how and when they will obtain more of their “poison” of choice. A character can become addicted to a given chemical in a single does if he is unlucky. Each time the character takes a dose of an addictive chemical he has a percentage chance of addiction that is listed in the Description of the chemical in Chapter 4 for the player’s knowledge of the risk. If the percentile roll is within the chance of addiction the character becomes addicted. Chemical addiction is a temporary condition based on the chemistry of the individual chemical as denoted on the addiction chart on the following page. An addiction can last several days to weeks and has a detrimental effect on the character during the withdrawal and recovery period. Chemical Addiction Terms Addition %: This is the percentage of time that a user will become addicted to a particular chemical. Addiction Effects: This is the detrimental effect the addiction, from the chemical, has on the addicted user until the character recovers by succeeding on a Fortitude save. Fortitude Save: A character can break the addiction’s detrimental effects with a successful Fortitude save. If the save is successful, the user will begin regaining his ability scores at their normal healing rate (usually 1 point per ability score per day). Failure means that the character fails to break the addiction, still suffering the effect until 24 hours has passed, where upon the save may be attempted again to break the addiction with a +1 cumulative recovery bonus per day of addiction. Example: Rex has a +6 Fortitude save and is addicted to Mindmelds needing a DC 35 to succeed. Rex does not have a chance to succeed until 9 days have passed. After 9 days of addiction, Rex then gains a +9 resistance bonus for a total of +15 to his Fortitude roll. This means that now he has a chance to start to recover, which improves each day until the Fortitude save succeeds. Chemical Use during Addiction Poor willpower causes addicted characters to use the drug during an addition period. Using an addicted drug is a real possible to offset some of the addiction penalties, but the user gains the benefits only to add to the addiction penalty. Example: Rex is addicted to Mindmeld, and does not have the willpower to resist the cravings and takes a dose. Rex is already suffering the addicted effects of –4 INT and WIS, but gains the benefits of taking the drug. Rex now only suffers a –2 INT and WIS and gains +2 CHR until the chemical effects lapse. Chemicals (Drugs) Addiction % Addiction Effects 1 Fortitude Save Afterburner 20% –2 CON, –4 WIS 35 Black Sunshine 25% Blindness 30 Burnout 35% One of the following: (d% roll) Blindness (01-45), Deafened (46-90), or both (91-100) 40 Inferno 20% –8 DEX, –4 Initiative 45 Mindmeld 15% Concussion 35 Mutagen 40% –8 STR and –4 CON 45 Rad-Blocker 2 10% –2 Fortitude save 30 Vigoriods 25% –6 STR and DEX, –2 Initiative 40 Voodoo 20% –6 DEX, –2 Initiative 40 1 If an ability score is reduced to 0 (except CON), then the character is catatonic until he is able to make the Fortitude save to beat the addiction. The character must be cared and treated for during this state or he faces starvation. If a character’s CON is reduced to 0, then the character has overdosed on the drug and is dead Jim. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 231 Condition Summary A number of adverse conditions can affect the way a character operates, as defined here. If more than one condition affects a character, apply both if possible. If not possible, apply only the most severe condition. Ability Damaged The character has lost 1 or more ability score points. The loss is temporary, and these points return at a rate of 1 per evening of rest. This differs from “effective” ability loss, which is an effect that goes away when the condition causing it goes away. Ability Drained The character has lost 1 or more ability score points. The loss is permanent. Blinded The hero cannot see at all, and thus everything has total concealment to him. The character has a 50% chance to miss in combat. Furthermore, the blinded character has an effective Dexterity of 3, along with a –4 penalty on the use of Strength-based and Dexterity-based skills. This –4 penalty also applies to Search checks and any other skill checks for which the Overseer deems sight to be important. The character cannot make Spot checks or perform any other activity (such as reading) that requires vision. Heroes who are blind long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the Overseer’s discretion). Cowering The hero is frozen in fear, loses his Dexterity bonus, and can take no actions. In addition, the character takes a –2 penalty to his Defense. The condition typically lasts 10 rounds. Crippled The hero has been cankled, and suffers penalties to Dexterity and/or Speed based on the appendage that is crippled (see Targeted Attacks for more details). Dazed Unable to act, a dazed character can take no actions, but still gets the benefit of his normal Defense. This condition typically lasts 1 round. Dead A character dies when his hit points drop to –10 or lower, or when his Constitution drops to 0. Deafened The hero cannot hear and takes a –4 penalty on initiative checks. The character cannot make Listen checks. Heroes who are deafened long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the Overseer’s discretion). Disabled The character has 0 hit points. The character can take only a single move action or attack action, and takes 1 point of damage after any action. Dying The character is near death and unconscious, with –1 to –9 wound points. The character can take no actions, and each round a dying character loses 1 hit point until he dies or becomes stable. Danny Millard (order #2632202) 24.144.221.219


Combat and Tactics 232 Entangled An entangled character takes a –2 penalty on attack rolls in addition to a –4 penalty to Dexterity. If the entangling bonds are anchored to an immobile object, the entangled hero cannot move. Otherwise, the character can move at half speed, but cannot run or charge. Exhausted Characters who are exhausted move at half speed and cannot run or charge. Furthermore, they take a –6 penalty to Strength and Dexterity. After 1 hour of complete, uninterrupted rest, an exhausted character becomes fatigued. Fatigued Characters who are fatigued cannot run or charge and take a penalty of –2 to Strength and Dexterity. After 8 hours of complete, uninterrupted rest, a fatigued character is no longer fatigued. Flat-Footed A character who has not yet acted during a combat is flat-footed, not reacting normally to the situation. A flat-footed character loses his Dexterity bonus to Defense and cannot make attacks of opportunity. Grappled When grappled, a character cannot undertake any action other than attacking with his bare hands, attacking with a light weapon, or attempting to break free from his opponent. The character loses his Dexterity bonus to Defense, except on attacks from characters with whom he is grappling. Helpless Paralyzed, sleeping, or unconscious characters are helpless. A helpless character has an effective Defense of 5 + size modifier. An attacker can attempt a coup de grace against a helpless character. Irradiated A character that has a RAD score is irradiated and may be suffering from the effects of Radiation Sickness (see Radiation for more details). Nauseated Characters who are nauseated are unable to attack or do anything else requiring attention or concentration. The only action such a character can take is a single move action per turn. Panicked A panicked character flees as fast as possible and cowers (see Cowering, above) if unable to get away. The character defends normally but cannot attack. Paralyzed Heroes who are paralyzed fall to the ground unable to move (they have an effective, but not actual, Dexterity and Strength of 0). They are helpless. Pinned A pinned character is held immobile (but not helpless) in a grapple. The character takes a –4 penalty to Defense against melee attacks and loses his Dexterity bonus to Defense. Prone An attacker who is prone (lying on the ground) takes a –4 penalty on melee attack rolls and cannot use bows or thrown ranged weapons. The character gains a +4 bonus to Defense against ranged attacks, but takes a –4 penalty to Defense against melee attacks. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 233 Shaken A shaken character takes a –2 penalty on attack rolls, saving throws, and skill checks. Stable A stable character is no longer dying, but is still unconscious. Stunned A character who becomes stunned loses his Dexterity bonus, drops what he is holding, and can take no attack or move actions. In addition, the character takes a –2 penalty to Defense. The condition typically lasts 1 round. Unconscious An unconscious character is unable to defend himself. The character is helpless and typically falls prone. Danny Millard (order #2632202) 24.144.221.219


Advanced Classes 234 Chapter VI Advanced Classes Several advanced classes are available for heroes who have excelled in the Wastes, or wish to specialize or join an organization. Many requirements for advanced classes are based on plotlines; Overseers will want to discuss with their players what advanced classes the players might choose, so they can plan accordingly. Some Modern SRD Advanced Classes have been included in this chapter. These classes have been updated and modified to fit into the Exodus campaign setting. Some of these classes have been renamed, and will be denoted in the initial descriptive text of the class. Bounty Hunter Bounty Hunters are hired Wasteland warriors that excel in finding an individual or group to capture or kill based on the contract terms made with the employer. Look out Dawg, a new hunter is in town! Requirements To qualify to become a Bounty Hunter, a character must fulfill the following criteria: Base Attack Bonus: +2 Skills: Investigate 6 ranks, Sense Motive 6 ranks, Knowledge (underworld) 3 ranks, and Survival 4 ranks. Feats: Track, and Personal Firearms Proficiency or Archaic Weapons Proficiency. Class Information The following information pertains to the Bounty Hunter Advanced Class. Hit Die Bounty Hunters gain 1d8 hit points per level. The character’s Constitution modifier applies. Karma Points A Bounty Hunter receives 3 Karma Points plus ½ of his character level (round down) upon attaining a new level in this class. Class Skills The Bounty Hunter’s class skills are as follows: Bluff, Diplomacy, Gather Information, Intimidate, Investigate, Knowledge (geography, occult, street, and underworld), Listen, Profession, Research, Search, Sense Motive, Spot, and Survival. Skill Points at Each Level: 3 + Intelligence modifier. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 235 Bounty Hunter Bonus Feats Adrenaline Rush, Armor Proficiency (light), Armor Proficiency (medium), Awareness, Brawl, Die Hard, Endurance, Explorer, HtH Fighter, Improved Brawl, Improved Feint, Improved Grapple, Improved Knockout Punch, Knockout Punch, Quick Pockets, Quick Recovery, Street Fighting, and Stuntman. Class Features The following features pertain to the Bounty Hunter Advanced Class. Target Bonus The Bounty Hunter, as a full-round action, may designate an individual as a target. He spends one Karma Point to select a target, and thereafter gains a competence bonus on certain actions involving that particular target. The Bounty Hunter does not need to know the target personally and may know him only through his actions or Description. The Bounty Hunter may not select a target while he or the target is in combat; and, once he chooses a target, he must wait 24 hours before choosing another. The Bounty Hunter gains the target bonus as a competence bonus on attacks against that particular target, as well as when using the following skills directly against the target, or in tracking a target: Bluff, Computer Use, Gather Information, Investigate, Listen, Research, Search, Sense Motive, and Spot. The target bonus applies to a single individual and lasts until the Bounty Hunter chooses a new target. The bonus is +1 at 1st level, +2 at 4th, and +3 at 7th level. Swift Track At 2nd level, the Bounty Hunter may move at normal speed while using Track without taking the –5 penalty. Bonus Feats At 3rd, 6th, and 9th levels, the Bounty Hunter gets a bonus feat. The bonus feat must be selected from the feats presented here, and the Bounty Hunter must meet all the prerequisites of the feat to select it. No Trace At 4th level, the Bounty Hunter knows how to hide his own tracks, and may, at his choice, move into “No Trace” mode. All attempts to use the Track feat against the Bounty Hunter (though not allies) treat the ground as “firm” for purposes of success. In addition, the DC of any attempts to use Computer Use, Gather Information, Investigate, and Research on matters involving the Bounty Hunter are increased by the Bounty Hunter’s advanced class levels. Play a Hunch At 5th level, the Bounty Hunter can call on a ‘gut feeling’ and may make a guess to be assured that it is correct. The Bounty Hunter may, as a full-round action, spend a Karma Point to determine whether an assumption, hunch, or guess is correct. The player states the assertion and pays a Karma Point. The Overseer secretly rolls percentile dice with a success rate of 70% +1% per Bounty Hunter advance class level chance of getting a response on the hunch (failure indicates merely that the character is unsure if this is true or not). If the roll is a success, the character has a strong feeling that the hunch is true, false, both or neither. A “both” response is possible for vague assumptions. An “unknown” response is for questions with no immediate answer. It may be determined that a hunch is so obvious that it does not require a roll, or that it is so vague that there is no chance for success. In these cases, the Karma Point is not spent (though the attempt still counts as a fullround action). A hunch does not translate as a legal truth, and will not stand up in a court of law. Rather, it is an obvious fact to the Bounty Hunter alone. Finding proof of an assumption would require additional work. The Bounty Hunter Level BAB Fort Ref Will Defense Bonus Special 1st +0 +1 +1 +1 +1 Target bonus +1 2nd +1 +2 +2 +2 +2 Swift track 3rd +2 +2 +2 +2 +2 Bonus feat 4th +3 +2 +2 +2 +3 No trace, target bonus +2 5th +3 +3 +3 +3 +3 Play a hunch 6th +4 +3 +3 +3 +3 Bonus feat 7th +5 +4 +4 +4 +4 Target bonus +3 8th +6 +4 +4 +4 +4 Perception 9th +6 +4 +4 +4 +5 Bonus feat 10th +7 +5 +5 +5 +5 Locate target Danny Millard (order #2632202) 24.144.221.219


Advanced Classes 236 Perception At 8th level, the Bounty Hunter gains an uncanny perception of his surroundings. If the Bounty Hunter spends a Karma Point, he can as a full-round action sense the vibrations of life an area of 60ft radius. The Bounty Hunter can sense within five feet of where all of the targets are in the area and can determine the base type of life (such as animal, humanoid, plant, or vermin). This ability lasts for the number of rounds equal to the Bounty Hunter’s advanced class levels and is centered on, and moves with, the character. A hidden character or creature still remains hidden from the Bounty Hunter, unless the Bounty Hunter succeeds a Spot check to view the hidden character. Since the Bounty Hunter can sense the life (and knows the general location of where the creature is hidden) the Bounty Hunter receives a +20 to his Spot check. Locate Target At 10th level, the Bounty Hunter gains the uncanny ability to detect his target when the target is in the general vicinity (1,000 feet of the Bounty Hunter). This ability applies only to the target, and does not reveal attitude, status, or the presence of others around the target. Daredevil A wise Ghūl once told you, “The only thing to fear is fear itself” and since you’re fearless, no stunt is impossible. You are the unknown stuntman that makes falling from a tall building, swinging on cables, and leaping chasms look easy. Requirements To qualify to become a Daredevil, a character must fulfill the following criteria: Base Attack Bonus: +2 Skills: Concentration 6 ranks, Tumble 6 ranks. Feat: Acrobatic, Endurance, Diehard, and Stuntman. Class Information The following information pertains to the Daredevil Advanced Class. Hit Die: 1d10 Karma Points: A Daredevil receives 3 Karma Points plus ½ of his character level (round down) upon attaining a new level in this class. Class Skills The Daredevil’s class skills are: Balance, Climb, Concentration, Demolitions, Escape Artist, Intimidate, Jump, Knowledge (street), Perform (act), Profession, Ride, Spot, Swim, and Tumble. Skill Points at Each Level: 4 + Int modifier. Class Features The following features pertain to the Daredevil Advanced Class. Fearless A Daredevil gains a +4 morale bonus on Will saves to resist fear effects and on level checks to oppose Intimidate checks. Kip-Up A Daredevil of 2nd level or higher can stand up from a prone position as a free action that does not provoke an attack of opportunity. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 237 Daredevil Bonus Feats Acrobatic, Armor Proficiency (light), Armor Proficiency (medium), Athletic, Awareness, Brawl, Cautious, Dodge, Dodger, Fleet of Foot, Force Stop, Hit the Deck, HtH Fighter, Improved Brawl, Improved Damage Threshold, Improved Knockout Punch, Knockout Punch, Lead Foot, Light Step, Mobility, Nimble, Quick Recovery, Spring Attack, Street Fighting, Stunt Man, Surface Vehicle Operation, Toughness, Vehicle Dodge, Vehicle Expert. Bonus Feats At 3rd, 6th, and 9th level, the Daredevil gets a bonus feat. The bonus feat must be selected from the feats presented here, and the Daredevil must meet all the prerequisites of the feat to select it. Karma Boost This ability, gained at 4th level, allows a Daredevil to spend 2 Karma Points on a single action in a round. A Daredevil can spend a Karma Point, see the result of the roll, and then decide to spend a second point, as long as he does so before the Overseer reveals the result of the action. Adrenaline Rush At 5th level, a Daredevil can temporarily increase one of his physical ability scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 Karma Point and gets to increase the selected ability score by 4 points. The increase lasts for the number of rounds equal to his class level. At the end of the duration, the Daredevil is fatigued for 2d4 rounds. At 8th level, a Daredevil can temporarily increase two physical ability scores. At the end of the duration, the Daredevil is fatigued for 3d4 rounds. Delay Damage Once per day, a Daredevil of 7th level or higher can delay the damage dealt by a single attack or effect for the number of rounds equal to his class level. Damage Threshold A 10th-level Daredevil increases his massive damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat. Desert Ranger The Desert Ranger force is known across the Wastes as being fearsome with tough soldiers and expert survivalists. They serve a variety of purposes, but are primarily a mix of Special Forces and vigilante lawmen, like the Texas Rangers before the Exodus. They primarily concern themselves with keeping law and order in the smaller towns, and making strategic military strikes against enemies of the people, like the large Slaver groups. The Desert Rangers will accept anyone into their ranks as long as that person passes some military and survival tests. Acceptance into the Rangers is a great honor in the Wasteland. Requirements To qualify to become a Desert Ranger, a character must meet the following requirements: Base Attack Bonus: +3 Skills: Survival 8 ranks. Feats: Explorer, Pathfinder, Personal Firearms Proficiency, Track. The Daredevil Level BAB Fort Ref Will Defense Bonus Special 1st +0 +0 +2 +0 +2 Fearless 2nd +1 +0 +3 +0 +3 Kip-up 3rd +1 +1 +3 +1 +3 Bonus feat 4th +2 +1 +4 +1 +4 Karma boost 5th +2 +1 +4 +1 +4 Adrenaline rush (one ability score) 6th +3 +2 +5 +2 +5 Bonus feat 7th +3 +2 +5 +2 +5 Delay damage 8th +4 +2 +6 +2 +6 Adrenaline rush (two ability scores) 9th +4 +3 +6 +3 +6 Bonus feat 10th +5 +3 +7 +3 +7 Damage threshold Danny Millard (order #2632202) 24.144.221.219


Advanced Classes 238 Class Information The following information pertains to the Desert Ranger Advanced Class. Hit Die Desert Rangers gain 1d8 hit points per level plus the character’s Constitution modifier. Karma Points The Desert Ranger receives 3 Karma Points plus his Ranger level plus ½ of all other character levels upon attaining a new level. This replaces the initial ruling of 3 Karma Points + ½ character level. Class Skills A Desert Ranger’s class skills are: Balance, Climb, Hide, Jump, Knowledge (current events), Knowledge (tactics), Listen, Move Silently, Navigate, Ride, Spot, Survival, Swim, and Treat Injury. Skill Points at Each Level: 3 + Int modifier. Class Features The following features pertain to the Desert Ranger Advanced Class. Endurance At 1st level, the Desert Ranger gains Endurance as a bonus feat. If the character already has Endurance he instead gains the Die Hard feat. Favored Enemy Beginning at 2nd level, a Desert Ranger may choose a particular organization or type of creature as a sworn enemy. The Ranger receives +1 to attack rolls against his Favored Enemy, or a member of an Enemy organization (provided the Ranger knows he is dealing with an Enemy). Additionally the Ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. At 4th, 6th, and 8th level the Ranger gains an additional enemy to choose from. The Ranger may choose the same enemy to stack the attack and skill bonuses. Desert Ranger Level BAB Fort Ref Will Defense Bonus Special 1 +0 +1 +1 +1 +1 Endurance 2 +1 +2 +2 +2 +2 Favored Enemy 1 3 +2 +2 +2 +2 +2 Swift Tracker 4 +3 +2 +2 +2 +3 Favored Enemy 2 5 +3 +3 +3 +3 +3 Combat Shooting 6 +4 +3 +3 +3 +3 Favored Enemy 3 7 +5 +4 +4 +4 +4 Camouflage 8 +6 +4 +4 +4 +4 Favored Enemy 4 9 +6 +4 +4 +4 +5 Adapt Warfare 10 +7 +5 +5 +5 +5 Squad Leader Organization Creature Beastmasters Animals 1 Steel Disciples Desert Reapers Children of the Apocalypse Ghūls Crime Syndicate (any one crime family) Geckos NEMO Humans 2 Raiders Mutations 3 San Francisco (Chi) Trans-Genetic Mutants Slavers Vermin 4 Unity 1 Animals include radiated animals. 2 Humans cannot choose humans as their favored enemy; they must pick a human organization instead. 3 Mutations includes the mutated sub-type and other oddities of the wasteland. 4 Vermin include mutated or radiated insects and vermin creatures. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 239 Swift Tracker: Beginning at 3rd level, a Desert Ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Combat Shooting At 5th level, the Ranger can easily assess a target in the heat of battle and aim for a soft spot. The Ranger may, on his action before making an attack roll, choose to subtract a number from all ranged attack rolls during his round and add the same number to all ranged damage rolls. This number may not exceed the Ranger’s base attack bonus. The penalty on attacks and bonus on damage applies until the Ranger’s next turn. Camouflage At 7th level, a Desert Ranger can use the Hide skill in any sort of natural terrain, urban environment, or Wasteland ruins, even if the terrain does not grant cover or concealment. Adapted Warfare At 9th level, the Ranger has mastered the art of fighting strategically in a certain location. The Desert Ranger must choose one of the following locations for his adapted area: Urban (inside a city, but not indoors), Wasteland (in the Wastes), or Indoors (in a building or other enclosed location). When fighting in one of those locations, the Ranger receives a +1 tactical bonus to attack and damage rolls. Squad Leader At 10th level, the Desert Ranger is able to inspire nearby comrades with his experience and overall leadership in combat. Party members and friendly NPCs within 20’ of the Ranger receive a +1 morale bonus to their attack rolls when fighting alongside a Ranger; these effects stack if more than one Ranger with the Squad Leader ability is fighting alongside the party members. Dreadnought The Dreadnought is a rare individual that is compared to an unstoppable machine of destruction that wanders the Wasteland looking for victims to inflict pain upon. It is rumored that after the Exodus, secret US military trans-genetic humans that survived, escaped from any remaining captors and wandered into the Wastes. Requirements To qualify to become a Dreadnought, a character must fulfill the following criteria: Skill: Intimidate 6 ranks. Feat: Endurance, Improved Damage Threshold, Die Hard. Talents: Damage Reduction (Stoneskin PDR/3). Class Information The following information pertains to the Dreadnought Advanced Class. Hit Die The Dreadnought gains 1d12 hit points per level. The character’s Constitution modifier applies. Karma Points: A Dreadnought receives 3 Karma Points plus ½ of his character level (round down) upon attaining a new level in this class. Danny Millard (order #2632202) 24.144.221.219


Advanced Classes 240 Dreadnought Bonus Feats Adrenaline Rush, Advanced Combat Martial Arts, Advanced Firearms Proficiency, Advanced TwoWeapon Fighting, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Athletic, Better Critical, Bracing, Brawl, Burst Fire, Cleave, Combat Expertise, Combat Martial Arts, Combat Reflexes, Endurance, Frightful Presence, Great Cleave, Improved Brawl, Improved Bull Rush, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Knockout Punch, Improved Trip, Improved TwoWeapon Fighting, Knockout Punch, Mobility, More Critical, Power Attack, Run, Spring Attack, Strafe, Street Fighting, Strong Back, Stone Wall, Sunder, Toughness, Two-Weapon Fighting. Class Skills The Dreadnought’s class skills are as follows: Balance, Climb, Concentration, Intimidate, Jump, Profession, Survival, Swim, and Tumble. Skill Points at Each Level: 1 + Int modifier. Class Features The following class features pertain to the Dreadnought Advanced Class. Fearless The Dreadnought is immune to fear effects. Stability The Dreadnought is incredibly sure-footed. He gains a +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack. Unhindered The Dreadnought treats any suit of armor worn as though its armor penalty is 2 better. Ability Surge At 2nd level, the Dreadnought can temporarily increase his Strength, but at a penalty to Defense. At 5th and 8th level he can use this ability more frequently. The Dreadnought gains a +8 morale bonus to Strength, but takes a –4 penalty to Defense. Activating ability surge is a free action, and the surge lasts for the number of rounds equal to the Dreadnought’s class level. Following the ability surge, the Dreadnought is fatigued for as many rounds as he surged, but may negate this penalty as a free action by spending a Karma Point. The Dreadnought may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level. Steamroller Starting at 2nd level, the Dreadnought does not need to move before making an overrun attempt against an opponent. He also gains a +2 bonus on any trip attack made against an opponent who blocks his overrun attempt. Bonus Feats At 3rd, 6th, and 9th level, the Dreadnought gets a bonus feat. The bonus feat must be selected from the feats presented here, and the Dreadnought must meet all the prerequisites of the feat to select it. Master Defender Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever he fights defensively, or takes the total defense action, he gains a +2 bonus to Defense (in addition to the dodge bonus to Defense gained while fighting defensively or engaged in total defense). The Dreadnought must be wearing medium, heavy, or Powered Armor to gain this bonus. The bonus increases to +4 at 7th level and +6 and 10th level. The Dreadnought Level BAB Fort Ref Will Defense Bonus Special 1st +1 +2 +0 +1 +0 Fearless, stability, unhindered 2nd +2 +3 +0 +2 +1 Ability surge (1/day), steamroller 3rd +3 +3 +1 +2 +1 Bonus feat 4th +4 +4 +1 +2 +1 Master defender (+2) 5th +5 +4 +1 +3 +2 Ability surge (2/day), knockdown 6th +6 +5 +2 +3 +2 Bonus feat 7th +7 +5 +2 +4 +2 Master defender (+4) 8th +8 +6 +2 +4 +3 Ability surge (3/day), heavy artillery 9th +9 +6 +3 +4 +3 Bonus feat 10th +10 +7 +3 +5 +3 Master defender (+6) Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 241 Knockdown At 5th level and beyond, whenever the Dreadnought is allowed to apply his Strength modifier to damage, he forces the target of his successful attack to make at a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow. Heavy Artillery Beginning at 8th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not he can wield them in one hand and if they are considered light weapons. Explorer The Explorer wanders the Wastes unearthing forgotten ruins from bygone days; seeking out old and lost technology; not to mention, following up on similar rumors. Many an adventurous soul goes down the path of the Explorer. Requirements To qualify to become an Explorer, a character must fulfill the following criteria: Skills: Knowledge (geography) 6 ranks, Knowledge (history, science, or theology and philosophy) 4 ranks, Search 4 ranks, Survival 6 ranks. Talent: Aware. Class Information The following information pertains to the Explorer Advanced Class. Hit Die The Explorer gains 1d8 hit points per level. The character’s Constitution modifier applies. Karma Points: The Explorer receives 3 Karma Points plus ½ of his character level (round down) upon attaining a new level in this class. Class Skills The Explorer’s class skills are as follows: Balance, Bluff, Climb, Decipher Script, Disable Device, Gather Information, Handle Animal, Investigate, Jump, Knowledge (geography, history, occult, science, and theology and philosophy), Listen, Navigate, Research, Ride, Search, Sense Motive, Spot, Survival, Swim, and Treat Injury. Skill Points at Each Level: 4 + Int modifier. Class Features The following class features pertain to the Explorer Advanced Class. Danny Millard (order #2632202) 24.144.221.219


Advanced Classes 242 Explorer Bonus Feats Action Boy, Advanced Two-Weapon Fighting, Archaic Weapons Proficiency, Attentive, Brawl, Comprehension, Die Hard, Dodge, Dodger, Educated, Endurance, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Explorer, Heroic Surge, Improved Feint, Improved Knockout Punch, Improved Two-Weapon Fighting, Knockout Punch, Mobility, Nimble, Pathfinder, Quick Pockets, Rad Child, Rad Resistance, Ranger, Renown, Street Fighting, Studious, Track, or Two-Weapon Fighting. Explorer Lore An Explorer picks up stray and obscure facts during her adventures. She may make a special Explorer lore check with a bonus equal to her Explorer class level + Intelligence modifier to see whether or not she knows some relevant knowledge about notable people, legendary items, or noteworthy places. If the Explorer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She may take 10 but cannot take 20 on this check. Survivalist At 1st level, the Explorer gains the bonus feats Guide and Track. Resolve Beginning at 2nd level, an Explorer gains a morale bonus equal to one-half her Explorer class level (rounded down) on saving throws to resist fear effects and Intimidate checks. Skilled Searcher When actively searching for secret doors or traps, an Explorer of 2nd level or higher gains a bonus on her Search checks equal to one-half her Explorer class level (rounded down). Bonus Feats At 3rd, 6th, and 9th level, the Explorer gains a bonus feat. The bonus feat must be selected from the feats presented here, and the Explorer must meet all the prerequisites of the feat to select it. Trap Sense At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to Defense against attacks made by traps. These bonuses rise to +2 at 7th level and +3 at 10th level. Extra Step An Explorer of 5th level or higher can spend a Karma Point to take an extra 5-foot step during her turn, as a free action. This extra 5-foot step does not provoke attacks of opportunity. At 10th level, the Explorer can take the extra 5-foot step without spending a Karma Point. Explorer’s Evasion If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Explorer suffers no damage if she makes a successful saving throw. If the Explorer already has evasion, she gains improved evasion instead. Improved evasion works similar to evasion, except the Explorer suffers only half damage on a failed saving throw. Explorer Lore DC Type of Knowledge Examples 10 Common, known by at least a substantial minority of the local population. A local official’s hobbies and interests; common legends or rumors. 20 Uncommon but available, known by only a few people in the area. The coordinates of a known but uncharted locale; local legends and rumors. 25 Obscure, known by few, hard to come by. The customs of a non-human race, a human culture (like Tribals or a crime family), or a non-civilized Wasteland city. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who do not understand the knowledge’s significance. The most likely location of a long-lost military base; knowledge of an experimental weapon or armor. The Explorer Level BAB Fort Ref Will Defense Bonus Special 1st +0 +1 +1 +0 +1 Explorer lore, Survivalist 2nd +1 +2 +2 +0 +2 Resolve, Skilled Searcher 3rd +2 +2 +2 +1 +2 Bonus feat 4th +3 +2 +2 +1 +3 Trap sense (+1) 5th +3 +3 +3 +1 +3 Extra step 6th +4 +3 +3 +2 +3 Bonus feat 7th +5 +4 +4 +2 +4 Trap sense (+2) 8th +6 +4 +4 +2 +4 Explorer’s evasion 9th +6 +4 +4 +3 +5 Bonus feat 10th +7 +5 +5 +3 +5 Extra step, trap sense (+3) Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 243 Field Medic Bonus Feats Armor Proficiency (light), Armor Proficiency (medium), Cautious, Comprehension, Defensive Martial Arts, Dodge, Dodger, Educated, Healer, Improved Initiative, Living Anatomy, Medical Expert, Personal Firearms Proficiency, Quick Pockets, Rad Child, or Rad Resistance. Field Medic The Field Medic is a necessity and rarity in the Wasteland serving as traveling doctors. The Field Medic is generally found traveling with a scouting group from an organization, city, or adventurers to treat the team’s ailments and keep the non-red shirt team members alive. Requirements To qualify to become a Field Medic, a character must fulfill the following criteria: Base Attack Bonus: +2 Occupation: Doctor. Skills: Treat Injury 6 ranks, Spot 6 ranks. Feats: Medic and Surgery. Class Information The following information pertains to the Field Medic Advanced Class. Hit Die: 1d8 Karma Points: The Field Medic receives 3 Karma Points plus ½ of his character level (round down) upon attaining a new level in this class. Class Skills The Field Medic’s class skills are: Computer Use, Concentration, Craft (pharmaceutical), Diplomacy, Knowledge (medicine, science, street, technology, and theology and philosophy), Listen, Profession (doctor), Research, Spot, and Treat Injury. Skill Points at Each Level: 4 + Int modifier. Class Features The following features pertain to the Field Medic Advanced Class. Medical Specialist At 1st level the Field Medic receives a +1 competence bonus on Treat Injury checks. This bonus increases to +2 at 5th level and to +3 at 8th level. Expert Healer At 2nd level, the Field Medic’s ability to restore hit points with a medical kit or surgery kit, and a successful use of the Treat Injury skill improves. In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per patient’s character level for surgery), the Field Medic restores 1 hit point for every level he has in this advanced class. Bonus Feats At 3rd, 6th, and 9th level, the Field Medic gets a bonus feat. The bonus feat must be selected from the feats presented here, and the Field Medic must meet all the prerequisites of the feat to select it. The Field Medic Level BAB Fort Ref Will Defense Bonus Special 1st +0 +2 +0 +1 +1 Medical specialist +1 2nd +1 +3 +0 +2 +2 Expert healer 3rd +1 +3 +1 +2 +2 Bonus feat 4th +2 +4 +1 +2 +3 Medical mastery 5th +2 +4 +1 +3 +3 Medical specialist +2 6th +3 +5 +2 +3 +3 Bonus feat 7th +3 +5 +2 +4 +4 Minor medical miracle 8th +4 +6 +2 +4 +4 Medical specialist +3 9th +4 +6 +3 +4 +5 Bonus feat 10th +5 +7 +3 +5 +5 Medical miracle Danny Millard (order #2632202) 24.144.221.219


Advanced Classes 244 Medical Mastery At 4th level, a Field Medic may take 10 when making a Treat Injury skill check, even if stress and distractions would normally prevent him or her from doing so. Minor Medical Miracle At 7th level, a Field Medic can save a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 rounds of the character’s death, he can make a Treat Injury check (DC 30). The Field Medic cannot take 10 or take 20 on this check. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points. If the Field Medic fails the skill check or the patient fails the save, the dead character can’t be saved. Medical Miracle At 10th level, a Field Medic can revive a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 minutes of the character’s death, he or she can make a Treat Injury check (DC 40). The Field Medic cannot take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilize and be restored to 0 plus 2d4 hit points. If the Field Medic fails the skill check or the patient fails the Fortitude save, the dead character cannot be restored. Field Scientist The Field Scientist is a rare find in the Wasteland since only a few cities and organizations have the technology that a scientist needs to accomplish scientific tasks. A Field Scientist is normally found working for a power or organization in the Wastes to further that powers goals. Requirements To qualify to become a Field Scientist, a character must fulfill the following criteria: Skills: 6 ranks in either Craft (chemical or electronic), 6 ranks in Knowledge (medicine, nature, science, or technology), and 6 ranks in Research. Class Information The following information pertains to the Field Scientist Advanced Class. Hit Die: 1d8 Karma Points: The Field Scientist receives 3 Karma Points plus ½ of his character level (round down) upon attaining a new level in this class. Class Skills The Field Scientist’s class skills are: Computer Use, Craft (chemical, electronic, mechanical, and pharmaceutical), Decipher Script, Demolitions, Disable Device, Investigate, Knowledge (medicine, nature, science, and technology), Navigate, Profession, Research, and Search. Skill Points at Each Level: 6 + Int modifier. Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 245 Field Scientist Bonus Feats Archaic Weapons Proficiency, Attentive, Cautious, Combat Expertise, Comprehension, Educated, Flower Child, Gearhead, Mr. Fixit, Pack Rat, Personal Firearms Proficiency, Point Blank Shot, Quick Pockets, Rad Resistance, Renown, or Studious. Class Features The following features pertain to the Field Scientist Advanced Class. Smart Defense At 1st level, a Field Scientist applies his Intelligence bonus and his Dexterity bonus to his Defense. Any situation that would deny the Field Scientist his Dexterity bonus to Defense also denies the Intelligence bonus. Scientific Improvisation At 2nd level, a Field Scientist gains the ability to improvise solutions using common objects and scientific know-how. This ability lets the Field Scientist create objects in a dramatic situation quickly and cheaply, though they do have a limited duration. By spending 1 Karma Point and combining common objects with a Craft check that corresponds to the function desired, the Field Scientist can build a tool or device to deal with any situation. Only objects that can normally be used more than once can be improvised. Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. It takes a full-round action to make an object with scientific improvisation. The object, when put into use, lasts for the number of rounds equal to the Field Scientist’s class level, or until the end of the current encounter, before it breaks down. The object cannot be repaired. Bonus Feat At 3rd, 6th, and 9th level, the Field Scientist gets a bonus feat. The bonus feat must be selected from the feats presented here, and the Field Scientist must meet all the prerequisites of the feat to select it. Skill Mastery At 4th level, a Field Scientist selects a number of skills from his class list equal to 3 + his Intelligence modifier. When making a skill check using one of these skills, the Field Scientist may take 10 even if stress and distractions would normally prevent him or her from doing so. Minor Breakthrough At 5th level, a Field Scientist receives credit for a minor scientific breakthrough that earns him recognition of his peers. The Field Scientist chooses one of the following Knowledge skills: medicine, science, or technology. When dealing with others with at least 1 rank in the same Knowledge skill, the Field Scientist gains a +2 bonus on Diplomacy skill checks. The Field Scientist also gains +5% reputation (fame) to one reputation category of his choice (this is the organization or Wasteland civilization he shared the breakthrough with) and 1000 coin. Smart Survival A Field Scientist of 7th level or higher can spend 1 Karma Point to reduce the damage dealt by a single attack or effect by 5 points. The Field Scientist Level BAB Fort Ref Will Defense Bonus Special 1st +0 +1 +1 +0 +0 Smart defense 2nd +1 +2 +2 +0 +1 Scientific improvisation 3rd +1 +2 +2 +1 +1 Bonus feat 4th +2 +2 +2 +1 +1 Skill mastery 5th +2 +3 +3 +1 +2 Minor breakthrough 6th +3 +3 +3 +2 +2 Bonus feat 7th +3 +4 +4 +2 +2 Smart survival 8th +4 +4 +4 +2 +3 Smart weapon 9th +4 +4 +4 +3 +3 Bonus feat 10th +5 +5 +5 +3 +3 Major breakthrough Improvisation DC Example Simple 10 Mounting a illuminator to a long-arm 15 Modify electronic lockpick Hard 20 Expanding a ammo clip 25 Expanding the range of a walkie-talkie by 50% Difficult 30 Reinforcing armor (into MK II version) 35 Harding Power Armor with chemicals Complex 40 Accelerating a Plasma Rifle shot output Danny Millard (order #2632202) 24.144.221.219


Advanced Classes 246 Smart Weapon At 8th level, the Field Scientist selects one weapon that he is proficient in and can use with one hand. With the selected weapon, the Field Scientist can use his or her Intelligence modifier instead of Strength or Dexterity modifier on attack rolls. Major Breakthrough At 10th level, the Field Scientist gains a +2 bonus on Diplomacy skill checks when dealing with individuals who have at least 1 rank in any of the following Knowledge skills: medicine, science, or technology. This bonus stacks with the bonus provided by the minor breakthrough ability. The Field Scientist also gains +10% reputation (fame) to one reputation category of his choice (this is the organization or Wasteland civilization he shared the breakthrough with) and 5000 coin. Gunslinger The Gunslinger is that lone, unnamed gunman of the spaghetti Wasteland practicing his trade to be the quickest and not the dead. Gunslingers are specialist in the art of firearm combat and very popular in the Wasteland being found in almost every settlement. Requirements To qualify to become a Gunslinger, a character must fulfill the following criteria: Base Attack Bonus: +2 Feat: Personal Firearms Proficiency. Class Information Hit Die: 1d10 Karma Points: The Gunslinger receives 3 Karma Points plus ½ of his character level (round down) upon attaining a new level in this class. Class Skills The Gunslinger’s class skills are: Bluff, Demolitions, Escape Artist, Gamble, Intimidate, Knowledge (street, tactics, and underworld), Move Silently, Profession, Ride, Sleight of Hand, Spot, Survival, and Tumble. Skill Points at Each Level: 2 + Int modifier. The Gunslinger Level BAB Fort Ref Will Defense Bonus Special 1st +0 +1 +1 +0 +1 Close combat shot 2nd +1 +2 +2 +0 +2 Weapon focus 3rd +2 +2 +2 +1 +2 Bonus feat 4th +3 +2 +2 +1 +3 Defensive position 5th +3 +3 +3 +1 +3 Lightning shot 6th +4 +3 +3 +2 +3 Bonus feat 7th +5 +4 +4 +2 +4 Sharp-shooting 8th +6 +4 +4 +2 +4 Greater weapon focus 9th +6 +4 +4 +3 +5 Bonus feat 10th +7 +5 +5 +3 +5 Bullseye Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 247 Gunslinger Bonus Feats Advanced Firearms Proficiency, Advanced TwoWeapon Fighting, Bonus Ranged Damage, Burst Fire, Dead Aim, Double Tap, Far Shot, Improved Two-Weapon Fighting, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip Shot, Strafe, Two-Weapon Fighting. Class Features The following features pertain to the Gunslinger Advanced Class. Close Combat Shot At 1st level, a Gunslinger gains the ability to make a ranged attack with a Medium-size or smaller firearm while in a threatened area without provoking an attack of opportunity. Weapon Focus At 2nd level, a Gunslinger gains the Weapon Focus feat and must choose a specific personal firearm in which he is proficient. Bonus Feats At 3rd, 6th, and 9th level, the Gunslinger gets a bonus feat. The bonus feat must be selected from the feats presented here, and the Gunslinger must meet all the prerequisites of the feat to select it. Defensive Position Starting at 4th level, the Gunslinger gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she has one-quarter, one-half, three-quarters, or nine-tenths cover. Lightning Shot Starting at 5th level, a Gunslinger can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Gunslinger may make one extra ranged attack with a personal firearm in a round at his or her highest base attack bonus. This attack, and each other attack, made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity. Sharp-Shooting At 7th level, if the Gunslinger uses a personal firearm to attack a target, the cover bonus to the target’s Defense for one-quarter, one-half, three-quarters, or nine-tenths cover is reduced by 2. Greater Weapon Focus At 8th level, a Gunslinger receives a +1 competence bonus on attack rolls made with the firearm selected for the Weapon Focus ability at 2nd level. This bonus stacks with the earlier bonus. Bullseye At 10th level, a Gunslinger becomes so adept at using the firearm to which he or she has applied Weapon Focus and Greater Weapon Focus that the gunslinger’s attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the Gunslinger can spend 1 Karma Point to deal +3d6 points of damage. Danny Millard (order #2632202) 24.144.221.219


Advanced Classes 248 Harvester Ever have that problem when stuff starts growing on you? We’re just not talking fungus here either! The best conclusion to come to is either you’re pushing up daisies or you’re a Ghūl with funky growth issues. Being a victim of the Trans-Genetic Warrior Project, your skin and muscles are so grainy that moss and plants have started to grow on your body. With the proper discipline and will power, you can produce and harvest the fruits of your labor. Requirements To qualify to become a Harvester, a character must meet the following requirements: Race: Ghūl Base Will Save: +5 Feats: Iron Will Skills: Knowledge (nature) 6 ranks Class Information The following information pertains to the Harvester Advanced Class. Hit Die The Harvester gains 1d8 hit points per level plus the character’s Constitution modifier. Karma Points A Harvester receives 3 Karma Points plus ½ of his character level (round down) upon attaining a new level in this class. Class Skills Harvester class skills are: Concentration, Climb, Craft (pharmaceutical), Hide, Knowledge (nature and theology and philosophy), Listen, Search, Spot, and Swim. Skill Points at Each Level: 5 + Int modifier Class Features The following features pertain to the Harvester Advanced Class. Fungus At 1st level, the Harvester develops a fungus problem. The fungus grows in several light layers all over the Ghūl’s body granting him natural armor much like bark from a tree. The Harvester gains 1 points of Physical Damage Reduction (PDR 1) from this thick fungus. Green Thumb At 2nd level, the Harvester develops a unique empathy with plants. When tending garden, the plants grow twice as fast and twice as big as the normal variety. If the Harvester spends more than 2 hours tending garden, he hears the whispers of the plants, and can become one with nature, attaining knowledge of the surrounding territory. The Harvester instantly gains knowledge of as many as three facts from among the Harvester Level BAB Fort Ref Will Defense Bonus Special 1 +0 +0 +0 +2 +1 Fungus 2 +1 +1 +1 +3 +2 Green Thumb 3 +1 +1 +1 +3 +2 Bonsai 4 +2 +1 +1 +4 +3 Way of the Fruit 5 +2 +2 +2 +4 +3 Shape Fruit Danny Millard (order #2632202) 24.144.221.219


Survivor’s Guide v1.5 249 following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. Bonsai At 3rd level, the Harvester’s fungus issue is not half of his problems. A small oriental tree, known as the bonsai by the San Francisco Chi, has grown overnight on the torso or head of the Ghūl. This small bonsai provides the Ghūl with extra nutrients that were lost during his transformation from human to Ghūl. These nutrients bestow a +4 Fortitude save against Disease and Poison effects. Should the bonsai tree be destroyed, another will spring up from its roots 3 months later. A bonsai tree has 20 hit points, a hardness of 5, and the Defense of the Harvester that must be targeted (-6 to attack rolls) in order to be hit. Way of the Fruit At 4th level, the Harvester’s bonsai tree begins to produce fruit. The Harvester grows a single piece of fruit once every 10 days that is ripe for the picking. The fruit is lumpy and green, about 3 inches in diameter, and is very tasty. The life of a ripe or picked fruit is 5 days before spoiling. When eaten, the fruit bestows strange random properties as denoted on the chart. Shape Fruit At 5th level, the Harvester can attempt to shape his fruit into a specific benefit instead of a random ability. The Harvester may choose a property from the table above and attempt to shape the fruit into that ability by making a successful Will saving throw. Failing the save means that the fruit is random. Infiltrator An Infiltrator is a master of deception and stealth, a spy that has honed his art of blending in with a particular crowd of individuals to gather an item of note or knowledge—and sometimes, even to eliminate a mark. An Infiltrator is normally part of a crime syndicate, or the thieves’ underground. They are rarely found freelancing, since the underworld does not tolerate freelancer working in their areas of influence. Requirements To qualify to become an Infiltrator, a character must fulfill the following criteria: Base Attack Bonus: +2 Skills: Hide 6 ranks, Move Silently 6 ranks. Feat: Ghost or Stealthy D% Way of the Fruit’s Benefit Shape DC 01-04 +2 chemical bonus to Strength for 12 hours 18 05-08 +2 chemical bonus to Dexterity for 12 hours 18 09-12 +2 chemical bonus to Constitution for 12 hours 18 13-16 +2 chemical bonus to Intelligence for 12 hours 18 17-20 +2 chemical bonus to Wisdom for 12 hours 18 21-24 +2 chemical bonus to Charisma for 12 hours 18 25-28 Yuk, its rotten, become Nauseated for 1 hour 8 29-32 +4 chemical bonus to Fortitude saves for 12 hours 20 33-36 +4 chemical bonus to Will saves for 12 hours 20 37-40 Cures Chemical Addiction effects 35 41-44 Cures Disease 35 45-48 Cures all Radiation effects 30 49-52 No beneficial effects, but very tasty, umm yummy. 8 53-56 Heals 1d4 points of damage 12 57-60 Heals 1d8+1 points of damage 15 61-64 Heals 2d8+3 points of damage 18 65-68 Heals 3d8+5 points of damage 23 69-72 No beneficial effects, but very tasty, umm yummy. 8 73-76 Yuk, its rotten, become Nauseated for 2 hour 12 77-80 Removes 200 RADs of Radiation 23 81-84 Removes any Chemical after effects 25 85-88 Removes any Poison effects 25 89-92 Yuk, its rotten, become Nauseated for 3 hour 16 93-96 No beneficial effects, but very tasty, umm yummy. 8 97-100 Re-roll twice ignoring this result if rolled again N/A Danny Millard (order #2632202) 24.144.221.219


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